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ProcessMode
Home | API by Category | Complete API Index | API Compatibility
| Field | Value |
|---|---|
| Full name | Electron2D.ProcessMode |
| Namespace | Electron2D |
| Kind | enum |
| Category | Scene Tree |
Identifies how a Electron2D.Node participates in scene-tree callbacks
while its Electron2D.SceneTree is paused.
public enum Electron2D.ProcessMode : System.IComparable, System.IConvertible, System.IFormattable, System.ISpanFormattableProfile: Electron2D 0.1.0 2D
Status: Partial / Not verified
Out of profile: yes
Godot reference: Node.ProcessMode
Node processing mode values for paused and unpaused scene tree callbacks.
Electron2D.ProcessMode is evaluated by the scene tree before invoking
Electron2D.Node._Process(System.Double), Electron2D.Node._PhysicsProcess(System.Double)
and Electron2D.Node._Input(Electron2D.InputEvent). Drawing still runs for visible
canvas items so a paused menu can be rendered.
This enum is immutable and can be read from any thread. Apply enum values to nodes on the scene thread that owns those nodes.
This enum is available since Electron2D 0.1.0 Preview.
Electron2D.Node.ProcessModeElectron2D.SceneTree.Paused
| Member | Kind | Summary |
|---|---|---|
Always |
Enum value | Processes regardless of the owning Electron2D.SceneTree pause state. |
Disabled |
Enum value | Does not receive process, physics-process or input callbacks. |
Inherit |
Enum value | Inherits the effective process mode from the nearest ancestor. |
Pausable |
Enum value | Processes only when the owning Electron2D.SceneTree is not paused. |
WhenPaused |
Enum value | Processes only while the owning Electron2D.SceneTree is paused. |
Kind: Enum value
public const Electron2D.ProcessMode AlwaysProcesses regardless of the owning Electron2D.SceneTree pause state.
Use this mode for nodes that must keep receiving callbacks in both gameplay and paused states.
This value is available since Electron2D 0.1.0 Preview.
Kind: Enum value
public const Electron2D.ProcessMode DisabledDoes not receive process, physics-process or input callbacks.
Child nodes may still process if they use their own concrete mode such
as Electron2D.ProcessMode.Always or Electron2D.ProcessMode.WhenPaused.
This value is available since Electron2D 0.1.0 Preview.
Kind: Enum value
public const Electron2D.ProcessMode InheritInherits the effective process mode from the nearest ancestor.
A node without an ancestor that supplies a concrete mode falls back to
Electron2D.ProcessMode.Pausable.
This value is available since Electron2D 0.1.0 Preview.
Kind: Enum value
public const Electron2D.ProcessMode PausableProcesses only when the owning Electron2D.SceneTree is not paused.
Use this mode for normal gameplay nodes that should stop while pause menus are open.
This value is available since Electron2D 0.1.0 Preview.
Kind: Enum value
public const Electron2D.ProcessMode WhenPausedProcesses only while the owning Electron2D.SceneTree is paused.
Use this mode for pause-menu roots and controls that must stay interactive while gameplay is paused.
This value is available since Electron2D 0.1.0 Preview.
Electron2D 0.1.0 Preview API reference. Generated from 175 public runtime types.