Castle Game Engine: X3DNodes: Class TAbstractTimeDependentNode

# Class TAbstractTimeDependentNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TAbstractTimeDependentNode = class(TAbstractChildNode, IAbstractTimeDependentNode)` ## Description no description available, TAbstractChildNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractTimeDependentNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
### Properties
| `property FdLoop: TSFBool read FFdLoop;`
| `property FdPauseTime: TSFTime read FFdPauseTime;`
| `property FdResumeTime: TSFTime read FFdResumeTime;`
| `property FdStartTime: TSFTime read FFdStartTime;`
| `property FdStopTime: TSFTime read FFdStopTime;`
| `property EventElapsedTime: TX3DEvent read FEventElapsedTime;`
| `property EventIsActive: TX3DEvent read FEventIsActive;`
| `property EventIsPaused: TX3DEvent read FEventIsPaused;`
| `property TimeDependentNodeHandler: TTimeDependentNodeHandler read FTimeDependentNodeHandler;`
## Description ### Methods
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
### Properties
| `property FdLoop: TSFBool read FFdLoop;`
| `property FdPauseTime: TSFTime read FFdPauseTime;`
| `property FdResumeTime: TSFTime read FFdResumeTime;`
| `property FdStartTime: TSFTime read FFdStartTime;`
| `property FdStopTime: TSFTime read FFdStopTime;`
| `property EventElapsedTime: TX3DEvent read FEventElapsedTime;`
| `property EventIsActive: TX3DEvent read FEventIsActive;`
| `property EventIsPaused: TX3DEvent read FEventIsPaused;`
| `property TimeDependentNodeHandler: TTimeDependentNodeHandler read FTimeDependentNodeHandler;`
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