Update documentation for the new ProcessMode
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@@ -883,6 +883,7 @@
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The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
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</member>
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<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
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Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default).
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</member>
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<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
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The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
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@@ -1031,14 +1032,19 @@
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Notification received when text server is changed.
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</constant>
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<constant name="PROCESS_MODE_INHERIT" value="0" enum="ProcessMode">
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Inherits process mode from the node's parent. For the root node, it is equivalent to [constant PROCESS_MODE_PAUSABLE]. Default.
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</constant>
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<constant name="PROCESS_MODE_PAUSABLE" value="1" enum="ProcessMode">
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Stops processing when the [SceneTree] is paused (process when unpaused). This is the inverse of [constant PROCESS_MODE_WHEN_PAUSED].
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</constant>
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<constant name="PROCESS_MODE_WHEN_PAUSED" value="2" enum="ProcessMode">
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Only process when the [SceneTree] is paused (don't process when unpaused). This is the inverse of [constant PROCESS_MODE_PAUSABLE].
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</constant>
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<constant name="PROCESS_MODE_ALWAYS" value="3" enum="ProcessMode">
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Always process. Continue processing always, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_DISABLED].
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</constant>
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<constant name="PROCESS_MODE_DISABLED" value="4" enum="ProcessMode">
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Never process. Completely disables processing, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS].
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</constant>
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<constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags">
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Duplicate the node's signals.
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