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DungeonShooting / DungeonShooting_Godot / src / game / ui / settlement / Settlement.cs
  1. namespace UI.Settlement;
  2.  
  3. /// <summary>
  4. /// 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
  5. /// </summary>
  6. public abstract partial class Settlement : UiBase
  7. {
  8. /// <summary>
  9. /// 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: Settlement.Bg
  10. /// </summary>
  11. public Bg L_Bg
  12. {
  13. get
  14. {
  15. if (_L_Bg == null) _L_Bg = new Bg((SettlementPanel)this, GetNode<Godot.ColorRect>("Bg"));
  16. return _L_Bg;
  17. }
  18. }
  19. private Bg _L_Bg;
  20.  
  21. /// <summary>
  22. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Label"/>, 节点路径: Settlement.Title
  23. /// </summary>
  24. public Title L_Title
  25. {
  26. get
  27. {
  28. if (_L_Title == null) _L_Title = new Title((SettlementPanel)this, GetNode<Godot.Label>("Title"));
  29. return _L_Title;
  30. }
  31. }
  32. private Title _L_Title;
  33.  
  34. /// <summary>
  35. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: Settlement.ButtonList
  36. /// </summary>
  37. public ButtonList L_ButtonList
  38. {
  39. get
  40. {
  41. if (_L_ButtonList == null) _L_ButtonList = new ButtonList((SettlementPanel)this, GetNode<Godot.VBoxContainer>("ButtonList"));
  42. return _L_ButtonList;
  43. }
  44. }
  45. private ButtonList _L_ButtonList;
  46.  
  47.  
  48. public Settlement() : base(nameof(Settlement))
  49. {
  50. }
  51.  
  52. public sealed override void OnInitNestedUi()
  53. {
  54.  
  55. }
  56.  
  57. /// <summary>
  58. /// 类型: <see cref="Godot.ColorRect"/>, 路径: Settlement.Bg
  59. /// </summary>
  60. public class Bg : UiNode<SettlementPanel, Godot.ColorRect, Bg>
  61. {
  62. public Bg(SettlementPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  63. public override Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  64. }
  65.  
  66. /// <summary>
  67. /// 类型: <see cref="Godot.Label"/>, 路径: Settlement.Title
  68. /// </summary>
  69. public class Title : UiNode<SettlementPanel, Godot.Label, Title>
  70. {
  71. public Title(SettlementPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  72. public override Title Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  73. }
  74.  
  75. /// <summary>
  76. /// 类型: <see cref="Godot.Button"/>, 路径: Settlement.ButtonList.Restart
  77. /// </summary>
  78. public class Restart : UiNode<SettlementPanel, Godot.Button, Restart>
  79. {
  80. public Restart(SettlementPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
  81. public override Restart Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
  82. }
  83.  
  84. /// <summary>
  85. /// 类型: <see cref="Godot.Button"/>, 路径: Settlement.ButtonList.ToMenu
  86. /// </summary>
  87. public class ToMenu : UiNode<SettlementPanel, Godot.Button, ToMenu>
  88. {
  89. public ToMenu(SettlementPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
  90. public override ToMenu Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
  91. }
  92.  
  93. /// <summary>
  94. /// 类型: <see cref="Godot.VBoxContainer"/>, 路径: Settlement.ButtonList
  95. /// </summary>
  96. public class ButtonList : UiNode<SettlementPanel, Godot.VBoxContainer, ButtonList>
  97. {
  98. /// <summary>
  99. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Button"/>, 节点路径: Settlement.Restart
  100. /// </summary>
  101. public Restart L_Restart
  102. {
  103. get
  104. {
  105. if (_L_Restart == null) _L_Restart = new Restart(UiPanel, Instance.GetNode<Godot.Button>("Restart"));
  106. return _L_Restart;
  107. }
  108. }
  109. private Restart _L_Restart;
  110.  
  111. /// <summary>
  112. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Button"/>, 节点路径: Settlement.ToMenu
  113. /// </summary>
  114. public ToMenu L_ToMenu
  115. {
  116. get
  117. {
  118. if (_L_ToMenu == null) _L_ToMenu = new ToMenu(UiPanel, Instance.GetNode<Godot.Button>("ToMenu"));
  119. return _L_ToMenu;
  120. }
  121. }
  122. private ToMenu _L_ToMenu;
  123.  
  124. public ButtonList(SettlementPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { }
  125. public override ButtonList Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate());
  126. }
  127.  
  128.  
  129. /// <summary>
  130. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: Settlement.Bg
  131. /// </summary>
  132. public Bg S_Bg => L_Bg;
  133.  
  134. /// <summary>
  135. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: Settlement.Title
  136. /// </summary>
  137. public Title S_Title => L_Title;
  138.  
  139. /// <summary>
  140. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Button"/>, 节点路径: Settlement.ButtonList.Restart
  141. /// </summary>
  142. public Restart S_Restart => L_ButtonList.L_Restart;
  143.  
  144. /// <summary>
  145. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Button"/>, 节点路径: Settlement.ButtonList.ToMenu
  146. /// </summary>
  147. public ToMenu S_ToMenu => L_ButtonList.L_ToMenu;
  148.  
  149. /// <summary>
  150. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: Settlement.ButtonList
  151. /// </summary>
  152. public ButtonList S_ButtonList => L_ButtonList;
  153.  
  154. }