Table of Contents

Class CoroutineManager

Namespace
Cobilas.GodotEngine.Utility
Assembly
com.cobilas.godot.utility.dll
[RunTimeInitializationClass("CoroutineManager")]
public class CoroutineManager : Node, IDisposable
Inheritance
Object
Node
CoroutineManager
Implements
Inherited Members
Node.NotificationEnterTree
Node.NotificationExitTree
Node.NotificationMovedInParent
Node.NotificationReady
Node.NotificationPaused
Node.NotificationUnpaused
Node.NotificationPhysicsProcess
Node.NotificationProcess
Node.NotificationParented
Node.NotificationUnparented
Node.NotificationInstanced
Node.NotificationDragBegin
Node.NotificationDragEnd
Node.NotificationPathChanged
Node.NotificationInternalProcess
Node.NotificationInternalPhysicsProcess
Node.NotificationPostEnterTree
Node.NotificationResetPhysicsInterpolation
Node.NotificationWmMouseEnter
Node.NotificationWmMouseExit
Node.NotificationWmFocusIn
Node.NotificationWmFocusOut
Node.NotificationWmQuitRequest
Node.NotificationWmGoBackRequest
Node.NotificationWmUnfocusRequest
Node.NotificationOsMemoryWarning
Node.NotificationTranslationChanged
Node.NotificationWmAbout
Node.NotificationCrash
Node.NotificationOsImeUpdate
Node.NotificationAppResumed
Node.NotificationAppPaused
Node.GetNode<T>(NodePath)
Node.GetNodeOrNull<T>(NodePath)
Node.GetOwner<T>()
Node.GetOwnerOrNull<T>()
Node.GetParent<T>()
Node.GetParentOrNull<T>()
Node._EnterTree()
Node._ExitTree()
Node._GetConfigurationWarning()
Node._Input(InputEvent)
Node._UnhandledInput(InputEvent)
Node._UnhandledKeyInput(InputEventKey)
Node.GetName()
Node.RemoveChild(Node)
Node.GetChildCount()
Node.GetChildren()
Node.HasNode(NodePath)
Node.GetNode(NodePath)
Node.GetNodeOrNull(NodePath)
Node.GetParent()
Node.HasNodeAndResource(NodePath)
Node.GetNodeAndResource(NodePath)
Node.IsInsideTree()
Node.IsAParentOf(Node)
Node.IsGreaterThan(Node)
Node.GetPath()
Node.GetPathTo(Node)
Node.GetGroups()
Node.Raise()
Node.SetOwner(Node)
Node.GetOwner()
Node.RemoveAndSkip()
Node.GetIndex()
Node.PrintTree()
Node.PrintTreePretty()
Node.GetFilename()
Node.GetPhysicsProcessDeltaTime()
Node.IsPhysicsProcessing()
Node.GetProcessDeltaTime()
Node.GetProcessPriority()
Node.IsProcessing()
Node.IsProcessingInput()
Node.IsProcessingUnhandledInput()
Node.IsProcessingUnhandledKeyInput()
Node.SetPauseMode(Node.PauseModeEnum)
Node.GetPauseMode()
Node.CanProcess()
Node.PrintStrayNodes()
Node.GetPositionInParent()
Node.IsDisplayedFolded()
Node.IsProcessingInternal()
Node.IsPhysicsProcessingInternal()
Node.SetPhysicsInterpolationMode(Node.PhysicsInterpolationModeEnum)
Node.GetPhysicsInterpolationMode()
Node.IsPhysicsInterpolated()
Node.IsPhysicsInterpolatedAndEnabled()
Node.ResetPhysicsInterpolation()
Node.GetTree()
Node.CreateTween()
Node.GetSceneInstanceLoadPlaceholder()
Node.GetViewport()
Node.QueueFree()
Node.RequestReady()
Node.GetNetworkMaster()
Node.IsNetworkMaster()
Node.GetMultiplayer()
Node.GetCustomMultiplayer()
Node.SetCustomMultiplayer(MultiplayerAPI)
Node.IsUniqueNameInOwner()
Node.UpdateConfigurationWarning()
Node.EditorDescription
Node._ImportPath
Node.PauseMode
Node.PhysicsInterpolationMode
Node.Name
Node.UniqueNameInOwner
Node.Filename
Node.Owner
Node.Multiplayer
Node.CustomMultiplayer
Node.ProcessPriority
Object.NotificationPostinitialize
Object.NotificationPredelete
Object.IsInstanceValid(Object)
Object.WeakRef(Object)
Object.Dispose()
Object.ToString()
Object._GetPropertyList()
Object.Free()
Object.GetClass()
Object.GetIndexed(NodePath)
Object.GetPropertyList()
Object.GetMethodList()
Object.GetInstanceId()
Object.SetScript(Reference)
Object.GetScript()
Object.GetMetaList()
Object.GetSignalList()
Object.GetIncomingConnections()
Object.IsBlockingSignals()
Object.PropertyListChangedNotify()
Object.CanTranslateMessages()
Object.IsQueuedForDeletion()
Object.NativeInstance
Object.DynamicObject
Extension Methods

Methods

GenID()

Generates an ID to be used in a coroutine.

public static string GenID()

Returns

string

StartCoroutine(IEnumerator?)

Starts a collating process from an IEnumerator.

public static Coroutine StartCoroutine(IEnumerator? enumerator)

Parameters

enumerator IEnumerator

Returns

Coroutine

StopAllCoroutines()

Ends all open Coroutines.

public static void StopAllCoroutines()

StopCoroutine(Coroutine?)

Ends all open Coroutines.

public static void StopCoroutine(Coroutine? Coroutine)

Parameters

Coroutine Coroutine

_PhysicsProcess(float)

Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the delta variable should be constant. delta is in seconds.

It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetPhysicsProcess(bool).

Corresponds to the Godot.Node.NotificationPhysicsProcess notification in _Notification(int).

Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).

public override void _PhysicsProcess(float delta)

Parameters

delta float

_Process(float)

Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the delta time since the previous frame is not constant. delta is in seconds.

It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetProcess(bool).

Corresponds to the Godot.Node.NotificationProcess notification in _Notification(int).

Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).

public override void _Process(float delta)

Parameters

delta float

_Ready()

Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their Godot.Node._Ready() callbacks get triggered first, and the parent node will receive the ready notification afterwards.

Corresponds to the Godot.Node.NotificationReady notification in _Notification(int). See also the onready keyword for variables.

Usually used for initialization. For even earlier initialization, may be used. See also Godot.Node._EnterTree().

Note: Godot.Node._Ready() may be called only once for each node. After removing a node from the scene tree and adding it again, _ready will not be called a second time. This can be bypassed by requesting another call with Godot.Node.RequestReady(), which may be called anywhere before adding the node again.

public override void _Ready()