/** * A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method SceneTree.create_timer]. * * As opposed to [Timer], it does not require the instantiation of a node. Commonly used to create a one-shot delay timer as in the following example: * * @example * * func some_function(): * print("Timer started.") * yield(get_tree().create_timer(1.0), "timeout") * print("Timer ended.") * @summary * * */ declare class SceneTreeTimer extends Reference { /** * A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method SceneTree.create_timer]. * * As opposed to [Timer], it does not require the instantiation of a node. Commonly used to create a one-shot delay timer as in the following example: * * @example * * func some_function(): * print("Timer started.") * yield(get_tree().create_timer(1.0), "timeout") * print("Timer ended.") * @summary * * */ new(): SceneTreeTimer; static "new"(): SceneTreeTimer /** The time remaining. */ time_left: float; connect>(signal: T, method: SignalFunction): number; /** * Emitted when the timer reaches 0. * */ $timeout: Signal<() => void> }