namespace UI.WeaponRoulette; /// <summary> /// Ui代码, 该类是根据ui场景自动生成的, 请不要手动编辑该类, 以免造成代码丢失 /// </summary> public abstract partial class WeaponRoulette : UiBase { /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: WeaponRoulette.Icon /// </summary> public Icon L_Icon { get { if (_L_Icon == null) _L_Icon = new Icon((WeaponRoulettePanel)this, GetNode<Godot.Sprite2D>("Icon")); return _L_Icon; } } private Icon _L_Icon; public WeaponRoulette() : base(nameof(WeaponRoulette)) { } public sealed override void OnInitNestedUi() { } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Icon /// </summary> public class Icon : UiNode<WeaponRoulettePanel, Godot.Sprite2D, Icon> { public Icon(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } public override Icon Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: WeaponRoulette.Icon /// </summary> public Icon S_Icon => L_Icon; }