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DungeonShooting / DungeonShooting_Godot / src / game / ui / roomUI / RoomUI.cs
@小李xl 小李xl on 3 Dec 2023 29 KB 展开的小地图添加传送功能
  1. namespace UI.RoomUI;
  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 RoomUI : 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.Control"/>, 节点路径: RoomUI.InteractiveTipBar
  10. /// </summary>
  11. public InteractiveTipBar L_InteractiveTipBar
  12. {
  13. get
  14. {
  15. if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new InteractiveTipBar((RoomUIPanel)this, GetNode<Godot.Control>("InteractiveTipBar"));
  16. return _L_InteractiveTipBar;
  17. }
  18. }
  19. private InteractiveTipBar _L_InteractiveTipBar;
  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.Control"/>, 节点路径: RoomUI.ReloadBar
  23. /// </summary>
  24. public ReloadBar L_ReloadBar
  25. {
  26. get
  27. {
  28. if (_L_ReloadBar == null) _L_ReloadBar = new ReloadBar((RoomUIPanel)this, GetNode<Godot.Control>("ReloadBar"));
  29. return _L_ReloadBar;
  30. }
  31. }
  32. private ReloadBar _L_ReloadBar;
  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.Control"/>, 节点路径: RoomUI.Control
  36. /// </summary>
  37. public Control L_Control
  38. {
  39. get
  40. {
  41. if (_L_Control == null) _L_Control = new Control((RoomUIPanel)this, GetNode<Godot.Control>("Control"));
  42. return _L_Control;
  43. }
  44. }
  45. private Control _L_Control;
  46.  
  47. /// <summary>
  48. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 节点路径: RoomUI.RoomMap
  49. /// </summary>
  50. public RoomMap L_RoomMap
  51. {
  52. get
  53. {
  54. if (_L_RoomMap == null) _L_RoomMap = new RoomMap((RoomUIPanel)this, GetNode<UI.RoomMap.RoomMapPanel>("RoomMap"));
  55. return _L_RoomMap;
  56. }
  57. }
  58. private RoomMap _L_RoomMap;
  59.  
  60. /// <summary>
  61. /// 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: RoomUI.Mask
  62. /// </summary>
  63. public Mask L_Mask
  64. {
  65. get
  66. {
  67. if (_L_Mask == null) _L_Mask = new Mask((RoomUIPanel)this, GetNode<Godot.ColorRect>("Mask"));
  68. return _L_Mask;
  69. }
  70. }
  71. private Mask _L_Mask;
  72.  
  73.  
  74. public RoomUI() : base(nameof(RoomUI))
  75. {
  76. }
  77.  
  78. public sealed override void OnInitNestedUi()
  79. {
  80.  
  81. var inst1 = this;
  82. RecordNestedUi(inst1.L_RoomMap.Instance, null, UiManager.RecordType.Open);
  83. inst1.L_RoomMap.Instance.OnCreateUi();
  84. inst1.L_RoomMap.Instance.OnInitNestedUi();
  85.  
  86. }
  87.  
  88. /// <summary>
  89. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon
  90. /// </summary>
  91. public class Icon : UiNode<RoomUIPanel, Godot.TextureRect, Icon>
  92. {
  93. public Icon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  94. public override Icon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  95. }
  96.  
  97. /// <summary>
  98. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon
  99. /// </summary>
  100. public class InteractiveIcon : UiNode<RoomUIPanel, Godot.TextureRect, InteractiveIcon>
  101. {
  102. public InteractiveIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  103. public override InteractiveIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  104. }
  105.  
  106. /// <summary>
  107. /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D
  108. /// </summary>
  109. public class Line2D : UiNode<RoomUIPanel, Godot.Line2D, Line2D>
  110. {
  111. public Line2D(RoomUIPanel uiPanel, Godot.Line2D node) : base(uiPanel, node) { }
  112. public override Line2D Clone() => new (UiPanel, (Godot.Line2D)Instance.Duplicate());
  113. }
  114.  
  115. /// <summary>
  116. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel
  117. /// </summary>
  118. public class NameLabel : UiNode<RoomUIPanel, Godot.Label, NameLabel>
  119. {
  120. public NameLabel(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  121. public override NameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  122. }
  123.  
  124. /// <summary>
  125. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar
  126. /// </summary>
  127. public class InteractiveTipBar : UiNode<RoomUIPanel, Godot.Control, InteractiveTipBar>
  128. {
  129. /// <summary>
  130. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Icon
  131. /// </summary>
  132. public Icon L_Icon
  133. {
  134. get
  135. {
  136. if (_L_Icon == null) _L_Icon = new Icon(UiPanel, Instance.GetNode<Godot.TextureRect>("Icon"));
  137. return _L_Icon;
  138. }
  139. }
  140. private Icon _L_Icon;
  141.  
  142. /// <summary>
  143. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.InteractiveIcon
  144. /// </summary>
  145. public InteractiveIcon L_InteractiveIcon
  146. {
  147. get
  148. {
  149. if (_L_InteractiveIcon == null) _L_InteractiveIcon = new InteractiveIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("InteractiveIcon"));
  150. return _L_InteractiveIcon;
  151. }
  152. }
  153. private InteractiveIcon _L_InteractiveIcon;
  154.  
  155. /// <summary>
  156. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Line2D"/>, 节点路径: RoomUI.Line2D
  157. /// </summary>
  158. public Line2D L_Line2D
  159. {
  160. get
  161. {
  162. if (_L_Line2D == null) _L_Line2D = new Line2D(UiPanel, Instance.GetNode<Godot.Line2D>("Line2D"));
  163. return _L_Line2D;
  164. }
  165. }
  166. private Line2D _L_Line2D;
  167.  
  168. /// <summary>
  169. /// 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: RoomUI.NameLabel
  170. /// </summary>
  171. public NameLabel L_NameLabel
  172. {
  173. get
  174. {
  175. if (_L_NameLabel == null) _L_NameLabel = new NameLabel(UiPanel, Instance.GetNode<Godot.Label>("NameLabel"));
  176. return _L_NameLabel;
  177. }
  178. }
  179. private NameLabel _L_NameLabel;
  180.  
  181. public InteractiveTipBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  182. public override InteractiveTipBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  183. }
  184.  
  185. /// <summary>
  186. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block
  187. /// </summary>
  188. public class Block : UiNode<RoomUIPanel, Godot.Sprite2D, Block>
  189. {
  190. public Block(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  191. public override Block Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  192. }
  193.  
  194. /// <summary>
  195. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot
  196. /// </summary>
  197. public class Slot : UiNode<RoomUIPanel, Godot.TextureRect, Slot>
  198. {
  199. /// <summary>
  200. /// 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: RoomUI.ReloadBar.Block
  201. /// </summary>
  202. public Block L_Block
  203. {
  204. get
  205. {
  206. if (_L_Block == null) _L_Block = new Block(UiPanel, Instance.GetNode<Godot.Sprite2D>("Block"));
  207. return _L_Block;
  208. }
  209. }
  210. private Block _L_Block;
  211.  
  212. public Slot(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  213. public override Slot Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  214. }
  215.  
  216. /// <summary>
  217. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar
  218. /// </summary>
  219. public class ReloadBar : UiNode<RoomUIPanel, Godot.Control, ReloadBar>
  220. {
  221. /// <summary>
  222. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Slot
  223. /// </summary>
  224. public Slot L_Slot
  225. {
  226. get
  227. {
  228. if (_L_Slot == null) _L_Slot = new Slot(UiPanel, Instance.GetNode<Godot.TextureRect>("Slot"));
  229. return _L_Slot;
  230. }
  231. }
  232. private Slot _L_Slot;
  233.  
  234. public ReloadBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  235. public override ReloadBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  236. }
  237.  
  238. /// <summary>
  239. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life
  240. /// </summary>
  241. public class Life : UiNode<RoomUIPanel, Godot.TextureRect, Life>
  242. {
  243. public Life(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  244. public override Life Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  245. }
  246.  
  247. /// <summary>
  248. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar
  249. /// </summary>
  250. public class LifeBar : UiNode<RoomUIPanel, Godot.Control, LifeBar>
  251. {
  252. /// <summary>
  253. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.Life
  254. /// </summary>
  255. public Life L_Life
  256. {
  257. get
  258. {
  259. if (_L_Life == null) _L_Life = new Life(UiPanel, Instance.GetNode<Godot.TextureRect>("Life"));
  260. return _L_Life;
  261. }
  262. }
  263. private Life _L_Life;
  264.  
  265. public LifeBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  266. public override LifeBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  267. }
  268.  
  269. /// <summary>
  270. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg
  271. /// </summary>
  272. public class ActivePropBg : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropBg>
  273. {
  274. public ActivePropBg(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  275. public override ActivePropBg Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  276. }
  277.  
  278. /// <summary>
  279. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite
  280. /// </summary>
  281. public class ActivePropSprite : UiNode<RoomUIPanel, Godot.TextureRect, ActivePropSprite>
  282. {
  283. public ActivePropSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  284. public override ActivePropSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  285. }
  286.  
  287. /// <summary>
  288. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress
  289. /// </summary>
  290. public class CooldownProgress : UiNode<RoomUIPanel, Godot.Sprite2D, CooldownProgress>
  291. {
  292. public CooldownProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  293. public override CooldownProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  294. }
  295.  
  296. /// <summary>
  297. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount
  298. /// </summary>
  299. public class ActivePropCount : UiNode<RoomUIPanel, Godot.Label, ActivePropCount>
  300. {
  301. public ActivePropCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  302. public override ActivePropCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  303. }
  304.  
  305. /// <summary>
  306. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel
  307. /// </summary>
  308. public class ActivePropPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropPanel>
  309. {
  310. public ActivePropPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  311. public override ActivePropPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  312. }
  313.  
  314. /// <summary>
  315. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
  316. /// </summary>
  317. public class ChargeProgressBar : UiNode<RoomUIPanel, Godot.NinePatchRect, ChargeProgressBar>
  318. {
  319. public ChargeProgressBar(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  320. public override ChargeProgressBar Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  321. }
  322.  
  323. /// <summary>
  324. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress
  325. /// </summary>
  326. public class ChargeProgress : UiNode<RoomUIPanel, Godot.Sprite2D, ChargeProgress>
  327. {
  328. public ChargeProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  329. public override ChargeProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  330. }
  331.  
  332. /// <summary>
  333. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar
  334. /// </summary>
  335. public class ActivePropBar : UiNode<RoomUIPanel, Godot.Control, ActivePropBar>
  336. {
  337. /// <summary>
  338. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBg
  339. /// </summary>
  340. public ActivePropBg L_ActivePropBg
  341. {
  342. get
  343. {
  344. if (_L_ActivePropBg == null) _L_ActivePropBg = new ActivePropBg(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropBg"));
  345. return _L_ActivePropBg;
  346. }
  347. }
  348. private ActivePropBg _L_ActivePropBg;
  349.  
  350. /// <summary>
  351. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.ActivePropSprite
  352. /// </summary>
  353. public ActivePropSprite L_ActivePropSprite
  354. {
  355. get
  356. {
  357. if (_L_ActivePropSprite == null) _L_ActivePropSprite = new ActivePropSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("ActivePropSprite"));
  358. return _L_ActivePropSprite;
  359. }
  360. }
  361. private ActivePropSprite _L_ActivePropSprite;
  362.  
  363. /// <summary>
  364. /// 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: RoomUI.Control.CooldownProgress
  365. /// </summary>
  366. public CooldownProgress L_CooldownProgress
  367. {
  368. get
  369. {
  370. if (_L_CooldownProgress == null) _L_CooldownProgress = new CooldownProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("CooldownProgress"));
  371. return _L_CooldownProgress;
  372. }
  373. }
  374. private CooldownProgress _L_CooldownProgress;
  375.  
  376. /// <summary>
  377. /// 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: RoomUI.Control.ActivePropCount
  378. /// </summary>
  379. public ActivePropCount L_ActivePropCount
  380. {
  381. get
  382. {
  383. if (_L_ActivePropCount == null) _L_ActivePropCount = new ActivePropCount(UiPanel, Instance.GetNode<Godot.Label>("ActivePropCount"));
  384. return _L_ActivePropCount;
  385. }
  386. }
  387. private ActivePropCount _L_ActivePropCount;
  388.  
  389. /// <summary>
  390. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropPanel
  391. /// </summary>
  392. public ActivePropPanel L_ActivePropPanel
  393. {
  394. get
  395. {
  396. if (_L_ActivePropPanel == null) _L_ActivePropPanel = new ActivePropPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropPanel"));
  397. return _L_ActivePropPanel;
  398. }
  399. }
  400. private ActivePropPanel _L_ActivePropPanel;
  401.  
  402. /// <summary>
  403. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ChargeProgressBar
  404. /// </summary>
  405. public ChargeProgressBar L_ChargeProgressBar
  406. {
  407. get
  408. {
  409. if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new ChargeProgressBar(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ChargeProgressBar"));
  410. return _L_ChargeProgressBar;
  411. }
  412. }
  413. private ChargeProgressBar _L_ChargeProgressBar;
  414.  
  415. /// <summary>
  416. /// 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: RoomUI.Control.ChargeProgress
  417. /// </summary>
  418. public ChargeProgress L_ChargeProgress
  419. {
  420. get
  421. {
  422. if (_L_ChargeProgress == null) _L_ChargeProgress = new ChargeProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("ChargeProgress"));
  423. return _L_ChargeProgress;
  424. }
  425. }
  426. private ChargeProgress _L_ChargeProgress;
  427.  
  428. public ActivePropBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  429. public override ActivePropBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  430. }
  431.  
  432. /// <summary>
  433. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
  434. /// </summary>
  435. public class WeaponSprite : UiNode<RoomUIPanel, Godot.TextureRect, WeaponSprite>
  436. {
  437. public WeaponSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  438. public override WeaponSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  439. }
  440.  
  441. /// <summary>
  442. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel
  443. /// </summary>
  444. public class WeaponPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, WeaponPanel>
  445. {
  446. /// <summary>
  447. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponSprite
  448. /// </summary>
  449. public WeaponSprite L_WeaponSprite
  450. {
  451. get
  452. {
  453. if (_L_WeaponSprite == null) _L_WeaponSprite = new WeaponSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("WeaponSprite"));
  454. return _L_WeaponSprite;
  455. }
  456. }
  457. private WeaponSprite _L_WeaponSprite;
  458.  
  459. public WeaponPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  460. public override WeaponPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  461. }
  462.  
  463. /// <summary>
  464. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount
  465. /// </summary>
  466. public class AmmoCount : UiNode<RoomUIPanel, Godot.Label, AmmoCount>
  467. {
  468. public AmmoCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  469. public override AmmoCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  470. }
  471.  
  472. /// <summary>
  473. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar
  474. /// </summary>
  475. public class WeaponBar : UiNode<RoomUIPanel, Godot.Control, WeaponBar>
  476. {
  477. /// <summary>
  478. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.WeaponPanel
  479. /// </summary>
  480. public WeaponPanel L_WeaponPanel
  481. {
  482. get
  483. {
  484. if (_L_WeaponPanel == null) _L_WeaponPanel = new WeaponPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("WeaponPanel"));
  485. return _L_WeaponPanel;
  486. }
  487. }
  488. private WeaponPanel _L_WeaponPanel;
  489.  
  490. /// <summary>
  491. /// 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: RoomUI.Control.AmmoCount
  492. /// </summary>
  493. public AmmoCount L_AmmoCount
  494. {
  495. get
  496. {
  497. if (_L_AmmoCount == null) _L_AmmoCount = new AmmoCount(UiPanel, Instance.GetNode<Godot.Label>("AmmoCount"));
  498. return _L_AmmoCount;
  499. }
  500. }
  501. private AmmoCount _L_AmmoCount;
  502.  
  503. public WeaponBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  504. public override WeaponBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  505. }
  506.  
  507. /// <summary>
  508. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
  509. /// </summary>
  510. public class Control : UiNode<RoomUIPanel, Godot.Control, Control>
  511. {
  512. /// <summary>
  513. /// 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: RoomUI.LifeBar
  514. /// </summary>
  515. public LifeBar L_LifeBar
  516. {
  517. get
  518. {
  519. if (_L_LifeBar == null) _L_LifeBar = new LifeBar(UiPanel, Instance.GetNode<Godot.Control>("LifeBar"));
  520. return _L_LifeBar;
  521. }
  522. }
  523. private LifeBar _L_LifeBar;
  524.  
  525. /// <summary>
  526. /// 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: RoomUI.ActivePropBar
  527. /// </summary>
  528. public ActivePropBar L_ActivePropBar
  529. {
  530. get
  531. {
  532. if (_L_ActivePropBar == null) _L_ActivePropBar = new ActivePropBar(UiPanel, Instance.GetNode<Godot.Control>("ActivePropBar"));
  533. return _L_ActivePropBar;
  534. }
  535. }
  536. private ActivePropBar _L_ActivePropBar;
  537.  
  538. /// <summary>
  539. /// 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: RoomUI.WeaponBar
  540. /// </summary>
  541. public WeaponBar L_WeaponBar
  542. {
  543. get
  544. {
  545. if (_L_WeaponBar == null) _L_WeaponBar = new WeaponBar(UiPanel, Instance.GetNode<Godot.Control>("WeaponBar"));
  546. return _L_WeaponBar;
  547. }
  548. }
  549. private WeaponBar _L_WeaponBar;
  550.  
  551. public Control(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  552. public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  553. }
  554.  
  555. /// <summary>
  556. /// 类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 路径: RoomUI.RoomMap
  557. /// </summary>
  558. public class RoomMap : UiNode<RoomUIPanel, UI.RoomMap.RoomMapPanel, RoomMap>
  559. {
  560. public RoomMap(RoomUIPanel uiPanel, UI.RoomMap.RoomMapPanel node) : base(uiPanel, node) { }
  561. public override RoomMap Clone()
  562. {
  563. var uiNode = new RoomMap(UiPanel, (UI.RoomMap.RoomMapPanel)Instance.Duplicate());
  564. UiPanel.RecordNestedUi(uiNode.Instance, this, UiManager.RecordType.Open);
  565. uiNode.Instance.OnCreateUi();
  566. uiNode.Instance.OnInitNestedUi();
  567. return uiNode;
  568. }
  569. }
  570.  
  571. /// <summary>
  572. /// 类型: <see cref="Godot.ColorRect"/>, 路径: RoomUI.Mask
  573. /// </summary>
  574. public class Mask : UiNode<RoomUIPanel, Godot.ColorRect, Mask>
  575. {
  576. public Mask(RoomUIPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  577. public override Mask Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  578. }
  579.  
  580.  
  581. /// <summary>
  582. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.InteractiveTipBar.Icon
  583. /// </summary>
  584. public Icon S_Icon => L_InteractiveTipBar.L_Icon;
  585.  
  586. /// <summary>
  587. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.InteractiveTipBar.InteractiveIcon
  588. /// </summary>
  589. public InteractiveIcon S_InteractiveIcon => L_InteractiveTipBar.L_InteractiveIcon;
  590.  
  591. /// <summary>
  592. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Line2D"/>, 节点路径: RoomUI.InteractiveTipBar.Line2D
  593. /// </summary>
  594. public Line2D S_Line2D => L_InteractiveTipBar.L_Line2D;
  595.  
  596. /// <summary>
  597. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.InteractiveTipBar.NameLabel
  598. /// </summary>
  599. public NameLabel S_NameLabel => L_InteractiveTipBar.L_NameLabel;
  600.  
  601. /// <summary>
  602. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar
  603. /// </summary>
  604. public InteractiveTipBar S_InteractiveTipBar => L_InteractiveTipBar;
  605.  
  606. /// <summary>
  607. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.ReloadBar.Slot.Block
  608. /// </summary>
  609. public Block S_Block => L_ReloadBar.L_Slot.L_Block;
  610.  
  611. /// <summary>
  612. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.ReloadBar.Slot
  613. /// </summary>
  614. public Slot S_Slot => L_ReloadBar.L_Slot;
  615.  
  616. /// <summary>
  617. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.ReloadBar
  618. /// </summary>
  619. public ReloadBar S_ReloadBar => L_ReloadBar;
  620.  
  621. /// <summary>
  622. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.LifeBar.Life
  623. /// </summary>
  624. public Life S_Life => L_Control.L_LifeBar.L_Life;
  625.  
  626. /// <summary>
  627. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.LifeBar
  628. /// </summary>
  629. public LifeBar S_LifeBar => L_Control.L_LifeBar;
  630.  
  631. /// <summary>
  632. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropBg
  633. /// </summary>
  634. public ActivePropBg S_ActivePropBg => L_Control.L_ActivePropBar.L_ActivePropBg;
  635.  
  636. /// <summary>
  637. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropSprite
  638. /// </summary>
  639. public ActivePropSprite S_ActivePropSprite => L_Control.L_ActivePropBar.L_ActivePropSprite;
  640.  
  641. /// <summary>
  642. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.Control.ActivePropBar.CooldownProgress
  643. /// </summary>
  644. public CooldownProgress S_CooldownProgress => L_Control.L_ActivePropBar.L_CooldownProgress;
  645.  
  646. /// <summary>
  647. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropCount
  648. /// </summary>
  649. public ActivePropCount S_ActivePropCount => L_Control.L_ActivePropBar.L_ActivePropCount;
  650.  
  651. /// <summary>
  652. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropPanel
  653. /// </summary>
  654. public ActivePropPanel S_ActivePropPanel => L_Control.L_ActivePropBar.L_ActivePropPanel;
  655.  
  656. /// <summary>
  657. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
  658. /// </summary>
  659. public ChargeProgressBar S_ChargeProgressBar => L_Control.L_ActivePropBar.L_ChargeProgressBar;
  660.  
  661. /// <summary>
  662. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.Control.ActivePropBar.ChargeProgress
  663. /// </summary>
  664. public ChargeProgress S_ChargeProgress => L_Control.L_ActivePropBar.L_ChargeProgress;
  665.  
  666. /// <summary>
  667. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.ActivePropBar
  668. /// </summary>
  669. public ActivePropBar S_ActivePropBar => L_Control.L_ActivePropBar;
  670.  
  671. /// <summary>
  672. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
  673. /// </summary>
  674. public WeaponSprite S_WeaponSprite => L_Control.L_WeaponBar.L_WeaponPanel.L_WeaponSprite;
  675.  
  676. /// <summary>
  677. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponPanel
  678. /// </summary>
  679. public WeaponPanel S_WeaponPanel => L_Control.L_WeaponBar.L_WeaponPanel;
  680.  
  681. /// <summary>
  682. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.WeaponBar.AmmoCount
  683. /// </summary>
  684. public AmmoCount S_AmmoCount => L_Control.L_WeaponBar.L_AmmoCount;
  685.  
  686. /// <summary>
  687. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.WeaponBar
  688. /// </summary>
  689. public WeaponBar S_WeaponBar => L_Control.L_WeaponBar;
  690.  
  691. /// <summary>
  692. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control
  693. /// </summary>
  694. public Control S_Control => L_Control;
  695.  
  696. /// <summary>
  697. /// 场景中唯一名称的节点, 节点类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 节点路径: RoomUI.RoomMap
  698. /// </summary>
  699. public RoomMap S_RoomMap => L_RoomMap;
  700.  
  701. /// <summary>
  702. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: RoomUI.Mask
  703. /// </summary>
  704. public Mask S_Mask => L_Mask;
  705.  
  706. }