UI for showing and updating clock-driven progress. Driven by an explicit [GameClock] and its [signal TimeSignalBus.game_seconds_advanced] signal, not engine [code]_process(delta)[/code], so the bar stays deterministic under speed multipliers, pauses, manual advancement, and large single-step advances.
Source: addons/calendar_time/game_time/ui/time_progress_bar.gd
Syntax
class TimeProgressBar extends ControlMembers
| Name | Kind | Summary |
|---|---|---|
updated | Signal | Pairs with [code]GameTimeProgress.updated(progress)[/code] so consumers can use one uniform contract for anything with progress. |
finished | Signal | Emitted when the action finishes its timer duration successfully. |
clock | Property | Clock that drives this progress. Replacing after [method start] reconnects. |
update_frequency | Property | How often to update progress_bar visuals, in game seconds. 0 updates on every clock tick. |
duration | Property | Action duration in game seconds. Used when [code]auto_start[/code] is enabled or as a default for [method start]. |
auto_start | Property | If [code]true[/code], starts automatically when the node enters the tree and a clock is bound. |
progress_bar | Property | The progress bar this node drives. Optional. |
start | Method | |
pause | Method | |
resume | Method | |
cancel | Method | |
update | Method | |
is_finished | Method |