Source: addons/calendar_time/game_time/ui/time_progress_bar.gd
Syntax
class TimeProgressBar extends ControlMembers
| Name | Kind | Summary |
|---|---|---|
updated | Event | UI for showing and updating clock-driven progress. Progress is driven by an explicit [GameClock] and its [signal TimeSignalBus.game_seconds_advanced] signal, not by engine [code]_process(delta)[/code]. This makes the bar deterministic under speed multipliers, pauses, manual clock advancement, and large single-step advances. Pairs with [code]GameTimeProgress.updated(progress)[/code] so consumers can wire a single uniform contract for "anything with progress" regardless of which subclass they receive. Progress-driven UI (loading bars, action timers) can listen on [code]updated[/code] instead of polling. |
finished | Event | Emitted when the action has finished its timer duration successfully. |
clock | Property | The clock that drives this progress. Assign in the Inspector or code. Replacing the clock after [method start] has been called will disconnect from the old clock and reconnect to the new one, so progress follows the currently bound clock. |
update_frequency | Property | How often to update progress_bar visuals, in game seconds. If 0, it will update on every clock tick. |
duration | Property | The duration of the action 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], the action 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 | |
bus | Property | |
bus | Property | |
should_update | Property |