From 041ff3c28d10c110fdb59b3bcc478531ca1d49b5 Mon Sep 17 00:00:00 2001 From: GamEsnitzhel <80675809+GamEsnitzhel@users.noreply.github.com> Date: Sun, 17 Sep 2023 22:48:33 -0700 Subject: [PATCH] Added missing C# example in tutorials -> best practices -> godot_notifications. (#7936) * Added C# example * Fixed C# example in godot_notifications --- .../best_practices/godot_notifications.rst | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) diff --git a/tutorials/best_practices/godot_notifications.rst b/tutorials/best_practices/godot_notifications.rst index 5e1bdc162..f710a59c1 100644 --- a/tutorials/best_practices/godot_notifications.rst +++ b/tutorials/best_practices/godot_notifications.rst @@ -84,6 +84,24 @@ implementing a Timer-timeout loop is another option. print("This block runs every 0.5 seconds") ) + .. code-tab:: csharp + + using Godot; + + public partial class MyNode : Node + { + // Allows for recurring operations that don't trigger script logic + // every frame (or even every fixed frame). + public override void _Ready() + { + var timer = new Timer(); + timer.Autostart = true; + timer.WaitTime = 0.5; + AddChild(timer); + timer.Timeout += () => GD.Print("This block runs every 0.5 seconds"); + } + } + Use ``_physics_process()`` when one needs a framerate-independent delta time between frames. If code needs consistent updates over time, regardless of how fast or slow time advances, this is the right place.