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DungeonShooting / DungeonShooting_Godot / src / game / ui / editorTips / EditorTips.cs
  1. namespace UI.EditorTips;
  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 EditorTips : 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.Label"/>, 节点路径: EditorTips.Label
  10. /// </summary>
  11. public Label L_Label
  12. {
  13. get
  14. {
  15. if (_L_Label == null) _L_Label = new Label(this, GetNodeOrNull<Godot.Label>("Label"));
  16. return _L_Label;
  17. }
  18. }
  19. private Label _L_Label;
  20.  
  21.  
  22. public EditorTips() : base(nameof(EditorTips))
  23. {
  24. }
  25.  
  26. public sealed override void OnInitNestedUi()
  27. {
  28. }
  29.  
  30. /// <summary>
  31. /// 类型: <see cref="Godot.Label"/>, 路径: EditorTips.Label
  32. /// </summary>
  33. public class Label : UiNode<EditorTips, Godot.Label, Label>
  34. {
  35. public Label(EditorTips uiPanel, Godot.Label node) : base(uiPanel, node) { }
  36. public override Label Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  37. }
  38.  
  39.  
  40. /// <summary>
  41. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: EditorTips.Label
  42. /// </summary>
  43. public Label S_Label => L_Label;
  44.  
  45. }