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.ColorRect"/>, 节点路径: WeaponRoulette.Bg /// </summary> public Bg L_Bg { get { if (_L_Bg == null) _L_Bg = new Bg((WeaponRoulettePanel)this, GetNode<Godot.ColorRect>("Bg")); return _L_Bg; } } private Bg _L_Bg; /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Control"/>, 节点路径: WeaponRoulette.Control /// </summary> public Control L_Control { get { if (_L_Control == null) _L_Control = new Control((WeaponRoulettePanel)this, GetNode<Godot.Control>("Control")); return _L_Control; } } private Control _L_Control; public WeaponRoulette() : base(nameof(WeaponRoulette)) { } public sealed override void OnInitNestedUi() { } /// <summary> /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Bg /// </summary> public class Bg : UiNode<WeaponRoulettePanel, Godot.ColorRect, Bg> { public Bg(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { } public override Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlot.Sprite /// </summary> public class Sprite : UiNode<WeaponRoulettePanel, Godot.Sprite2D, Sprite> { public Sprite(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } public override Sprite Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.CollisionPolygon2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlot.Area2D.CollisionPolygon2D /// </summary> public class CollisionPolygon2D : UiNode<WeaponRoulettePanel, Godot.CollisionPolygon2D, CollisionPolygon2D> { public CollisionPolygon2D(WeaponRoulettePanel uiPanel, Godot.CollisionPolygon2D node) : base(uiPanel, node) { } public override CollisionPolygon2D Clone() => new (UiPanel, (Godot.CollisionPolygon2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlot.Area2D /// </summary> public class Area2D : UiNode<WeaponRoulettePanel, Godot.Area2D, Area2D> { /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.CollisionPolygon2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlot.CollisionPolygon2D /// </summary> public CollisionPolygon2D L_CollisionPolygon2D { get { if (_L_CollisionPolygon2D == null) _L_CollisionPolygon2D = new CollisionPolygon2D(UiPanel, Instance.GetNode<Godot.CollisionPolygon2D>("CollisionPolygon2D")); return _L_CollisionPolygon2D; } } private CollisionPolygon2D _L_CollisionPolygon2D; public Area2D(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { } public override Area2D Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Node2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlot /// </summary> public class WeaponSlot : UiNode<WeaponRoulettePanel, Godot.Node2D, WeaponSlot> { /// <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.Control.RouletteBg.Sprite /// </summary> public Sprite L_Sprite { get { if (_L_Sprite == null) _L_Sprite = new Sprite(UiPanel, Instance.GetNode<Godot.Sprite2D>("Sprite")); return _L_Sprite; } } private Sprite _L_Sprite; /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.Area2D /// </summary> public Area2D L_Area2D { get { if (_L_Area2D == null) _L_Area2D = new Area2D(UiPanel, Instance.GetNode<Godot.Area2D>("Area2D")); return _L_Area2D; } } private Area2D _L_Area2D; public WeaponSlot(WeaponRoulettePanel uiPanel, Godot.Node2D node) : base(uiPanel, node) { } public override WeaponSlot Clone() => new (UiPanel, (Godot.Node2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Control.RouletteBg /// </summary> public class RouletteBg : UiNode<WeaponRoulettePanel, Godot.Sprite2D, RouletteBg> { /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Node2D"/>, 节点路径: WeaponRoulette.Control.WeaponSlot /// </summary> public WeaponSlot L_WeaponSlot { get { if (_L_WeaponSlot == null) _L_WeaponSlot = new WeaponSlot(UiPanel, Instance.GetNode<Godot.Node2D>("WeaponSlot")); return _L_WeaponSlot; } } private WeaponSlot _L_WeaponSlot; public RouletteBg(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } public override RouletteBg Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Control /// </summary> public class Control : UiNode<WeaponRoulettePanel, Godot.Control, Control> { /// <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.RouletteBg /// </summary> public RouletteBg L_RouletteBg { get { if (_L_RouletteBg == null) _L_RouletteBg = new RouletteBg(UiPanel, Instance.GetNode<Godot.Sprite2D>("RouletteBg")); return _L_RouletteBg; } } private RouletteBg _L_RouletteBg; public Control(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: WeaponRoulette.Bg /// </summary> public Bg S_Bg => L_Bg; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlot.Sprite /// </summary> public Sprite S_Sprite => L_Control.L_RouletteBg.L_WeaponSlot.L_Sprite; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.CollisionPolygon2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlot.Area2D.CollisionPolygon2D /// </summary> public CollisionPolygon2D S_CollisionPolygon2D => L_Control.L_RouletteBg.L_WeaponSlot.L_Area2D.L_CollisionPolygon2D; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlot.Area2D /// </summary> public Area2D S_Area2D => L_Control.L_RouletteBg.L_WeaponSlot.L_Area2D; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Node2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlot /// </summary> public WeaponSlot S_WeaponSlot => L_Control.L_RouletteBg.L_WeaponSlot; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg /// </summary> public RouletteBg S_RouletteBg => L_Control.L_RouletteBg; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: WeaponRoulette.Control /// </summary> public Control S_Control => L_Control; }