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Update docs for Tween.stop to clarify behavior
Apply suggestions from code review Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com> Updated wording in comments to be more concise
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@@ -280,6 +280,22 @@
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<return type="void" />
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<return type="void" />
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<description>
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<description>
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Stops the tweening and resets the [Tween] to its initial state. This will not remove any appended [Tweener]s.
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Stops the tweening and resets the [Tween] to its initial state. This will not remove any appended [Tweener]s.
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[b]Note:[/b] This does [i]not[/i] reset targets of [PropertyTweener]s to their values when the [Tween] first started.
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[codeblock]
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var tween = create_tween()
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# Will move from 0 to 500 over 1 second.
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position.x = 0.0
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tween.tween_property(self, "position:x", 500, 1.0)
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# Will be at (about) 250 when the timer finishes.
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await get_tree().create_timer(0.5).timeout
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# Will now move from (about) 250 to 500 over 1 second,
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# thus at half the speed as before.
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tween.stop()
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tween.play()
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[/codeblock]
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[b]Note:[/b] If a Tween is stopped and not bound to any node, it will exist indefinitely until manually started or invalidated. If you lose a reference to such Tween, you can retrieve it using [method SceneTree.get_processed_tweens].
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[b]Note:[/b] If a Tween is stopped and not bound to any node, it will exist indefinitely until manually started or invalidated. If you lose a reference to such Tween, you can retrieve it using [method SceneTree.get_processed_tweens].
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</description>
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</description>
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</method>
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</method>
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