Class CoroutineManager
- Namespace
- Cobilas.GodotEngine.Utility
- Assembly
- com.cobilas.godot.utility.dll
This class is responsible for managing all coroutines.
[RunTimeInitializationClass("CoroutineManager", Priority.StartBefore, 0, false)]
public class CoroutineManager : Node, IDisposable
- Inheritance
-
ObjectNodeCoroutineManager
- Implements
- Inherited Members
-
Node.NotificationEnterTreeNode.NotificationExitTreeNode.NotificationMovedInParentNode.NotificationReadyNode.NotificationPausedNode.NotificationUnpausedNode.NotificationPhysicsProcessNode.NotificationProcessNode.NotificationParentedNode.NotificationUnparentedNode.NotificationInstancedNode.NotificationDragBeginNode.NotificationDragEndNode.NotificationPathChangedNode.NotificationInternalProcessNode.NotificationInternalPhysicsProcessNode.NotificationPostEnterTreeNode.NotificationResetPhysicsInterpolationNode.NotificationWmMouseEnterNode.NotificationWmMouseExitNode.NotificationWmFocusInNode.NotificationWmFocusOutNode.NotificationWmQuitRequestNode.NotificationWmGoBackRequestNode.NotificationWmUnfocusRequestNode.NotificationOsMemoryWarningNode.NotificationTranslationChangedNode.NotificationWmAboutNode.NotificationCrashNode.NotificationOsImeUpdateNode.NotificationAppResumedNode.NotificationAppPausedNode.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.EditorDescriptionNode._ImportPathNode.PauseModeNode.PhysicsInterpolationModeNode.NameNode.UniqueNameInOwnerNode.FilenameNode.OwnerNode.MultiplayerNode.CustomMultiplayerNode.ProcessPriorityObject.NotificationPostinitializeObject.NotificationPredeleteObject.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.NativeInstanceObject.DynamicObject
- Extension Methods
Methods
GenID()
Generates an ID to be used in a Coroutine.
public static string GenID()
Returns
StartCoroutine(IEnumerator?)
Starts a collating process from an IEnumerator.
public static Coroutine StartCoroutine(IEnumerator? enumerator)
Parameters
enumerator
IEnumeratorThe IEnumerator that will be used to start the Coroutine.
Returns
Exceptions
- ArgumentNullException
When the object is null.
StopAllCoroutines()
Ends all open Coroutines.
public static void StopAllCoroutines()
StopCoroutine(Coroutine?)
Ends all open Coroutines.
public static void StopCoroutine(Coroutine? Coroutine)
Parameters
_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()