Compact, schema-versioned summary of a GameClock's authoritative time. Prefer stable domain values over arbitrary Node/property dumps. This state is derived only through the public GameClock / GameCalendar / DayNightCycleService API. It never reads or mutates implementation-private state. The same surface can back a future developer console, focused test fixtures, the godot-tools runtime adapter, and deterministic consumers. A [CalendarTimeSemanticState] is a pure read: it holds no clock lifetime and no signals. Consumers (console, runtime adapter, command layer) snapshot on demand via [method from_clock] and read the stable fields or [method to_dict].
Source: addons/calendar_time/semantic/calendar_time_semantic_state.gd
Syntax
class CalendarTimeSemanticState extends RefCountedMembers
| Name | Kind | Summary |
|---|---|---|
SCHEMA_VERSION | Field | |
calendar_identity | Property | Calendar identity — the authored calendar's config identity, falling back to its display name. Identifies WHICH time shape this snapshot uses. |
clock_id | Property | The clock's authored persistent id or its runtime id. |
game_seconds | Property | |
microseconds | Property | |
seconds_per_day | Property | |
speed_multiplier | Property | Runtime pace: how fast this clock advances relative to host pacing. |
paused | Property | True when the clock is paused (speed_multiplier <= 0.0). |
time_of_day | Property | Active time-of-day stage display name when a DayNightCycleService is supplied and its calendar has TODs. Empty string when unavailable. |
transitioning | Property | True when a time-of-day transition is in progress (0 < progress < 1). |
transition_progress | Property | Transition progress fraction 0..1; -1.0 when not transitioning. |
year | Property | |
month | Property | |
day | Property | |
hour | Property | |
minute | Property | |
second | Property | |
from_clock | Method | |
to_dict | Method |