- namespace UI.RoomUI;
-
- /// <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 RoomUI : UiBase
- {
- /// <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: RoomUI.InteractiveTipBar
- /// </summary>
- public UiNode_InteractiveTipBar L_InteractiveTipBar
- {
- get
- {
- if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new UiNode_InteractiveTipBar(GetNodeOrNull<Godot.Control>("InteractiveTipBar"));
- return _L_InteractiveTipBar;
- }
- }
- private UiNode_InteractiveTipBar _L_InteractiveTipBar;
-
- /// <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: RoomUI.ReloadBar
- /// </summary>
- public UiNode_ReloadBar L_ReloadBar
- {
- get
- {
- if (_L_ReloadBar == null) _L_ReloadBar = new UiNode_ReloadBar(GetNodeOrNull<Godot.Control>("ReloadBar"));
- return _L_ReloadBar;
- }
- }
- private UiNode_ReloadBar _L_ReloadBar;
-
- /// <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: RoomUI.Control
- /// </summary>
- public UiNode_Control L_Control
- {
- get
- {
- if (_L_Control == null) _L_Control = new UiNode_Control(GetNodeOrNull<Godot.Control>("Control"));
- return _L_Control;
- }
- }
- private UiNode_Control _L_Control;
-
-
- public RoomUI() : base(nameof(RoomUI))
- {
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon
- /// </summary>
- public class UiNode_Icon : IUiNode<Godot.TextureRect, UiNode_Icon>
- {
- public UiNode_Icon(Godot.TextureRect node) : base(node) { }
- public override UiNode_Icon Clone() => new ((Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon
- /// </summary>
- public class UiNode_InteractiveIcon : IUiNode<Godot.TextureRect, UiNode_InteractiveIcon>
- {
- public UiNode_InteractiveIcon(Godot.TextureRect node) : base(node) { }
- public override UiNode_InteractiveIcon Clone() => new ((Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D
- /// </summary>
- public class UiNode_Line2D : IUiNode<Godot.Line2D, UiNode_Line2D>
- {
- public UiNode_Line2D(Godot.Line2D node) : base(node) { }
- public override UiNode_Line2D Clone() => new ((Godot.Line2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel
- /// </summary>
- public class UiNode_NameLabel : IUiNode<Godot.Label, UiNode_NameLabel>
- {
- public UiNode_NameLabel(Godot.Label node) : base(node) { }
- public override UiNode_NameLabel Clone() => new ((Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar
- /// </summary>
- public class UiNode_InteractiveTipBar : IUiNode<Godot.Control, UiNode_InteractiveTipBar>
- {
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_Icon L_Icon
- {
- get
- {
- if (_L_Icon == null) _L_Icon = new UiNode_Icon(Instance.GetNodeOrNull<Godot.TextureRect>("Icon"));
- return _L_Icon;
- }
- }
- private UiNode_Icon _L_Icon;
-
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_InteractiveIcon L_InteractiveIcon
- {
- get
- {
- if (_L_InteractiveIcon == null) _L_InteractiveIcon = new UiNode_InteractiveIcon(Instance.GetNodeOrNull<Godot.TextureRect>("InteractiveIcon"));
- return _L_InteractiveIcon;
- }
- }
- private UiNode_InteractiveIcon _L_InteractiveIcon;
-
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_Line2D L_Line2D
- {
- get
- {
- if (_L_Line2D == null) _L_Line2D = new UiNode_Line2D(Instance.GetNodeOrNull<Godot.Line2D>("Line2D"));
- return _L_Line2D;
- }
- }
- private UiNode_Line2D _L_Line2D;
-
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_NameLabel L_NameLabel
- {
- get
- {
- if (_L_NameLabel == null) _L_NameLabel = new UiNode_NameLabel(Instance.GetNodeOrNull<Godot.Label>("NameLabel"));
- return _L_NameLabel;
- }
- }
- private UiNode_NameLabel _L_NameLabel;
-
- public UiNode_InteractiveTipBar(Godot.Control node) : base(node) { }
- public override UiNode_InteractiveTipBar Clone() => new ((Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block
- /// </summary>
- public class UiNode_Block : IUiNode<Godot.Sprite2D, UiNode_Block>
- {
- public UiNode_Block(Godot.Sprite2D node) : base(node) { }
- public override UiNode_Block Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot
- /// </summary>
- public class UiNode_Slot : IUiNode<Godot.TextureRect, UiNode_Slot>
- {
- /// <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: RoomUI.ReloadBar.Block
- /// </summary>
- public UiNode_Block L_Block
- {
- get
- {
- if (_L_Block == null) _L_Block = new UiNode_Block(Instance.GetNodeOrNull<Godot.Sprite2D>("Block"));
- return _L_Block;
- }
- }
- private UiNode_Block _L_Block;
-
- public UiNode_Slot(Godot.TextureRect node) : base(node) { }
- public override UiNode_Slot Clone() => new ((Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar
- /// </summary>
- public class UiNode_ReloadBar : IUiNode<Godot.Control, UiNode_ReloadBar>
- {
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_Slot L_Slot
- {
- get
- {
- if (_L_Slot == null) _L_Slot = new UiNode_Slot(Instance.GetNodeOrNull<Godot.TextureRect>("Slot"));
- return _L_Slot;
- }
- }
- private UiNode_Slot _L_Slot;
-
- public UiNode_ReloadBar(Godot.Control node) : base(node) { }
- public override UiNode_ReloadBar Clone() => new ((Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life
- /// </summary>
- public class UiNode_Life : IUiNode<Godot.TextureRect, UiNode_Life>
- {
- public UiNode_Life(Godot.TextureRect node) : base(node) { }
- public override UiNode_Life Clone() => new ((Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar
- /// </summary>
- public class UiNode_LifeBar : IUiNode<Godot.Control, UiNode_LifeBar>
- {
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_Life L_Life
- {
- get
- {
- if (_L_Life == null) _L_Life = new UiNode_Life(Instance.GetNodeOrNull<Godot.TextureRect>("Life"));
- return _L_Life;
- }
- }
- private UiNode_Life _L_Life;
-
- public UiNode_LifeBar(Godot.Control node) : base(node) { }
- public override UiNode_LifeBar Clone() => new ((Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.MapBar
- /// </summary>
- public class UiNode_MapBar : IUiNode<Godot.TextureRect, UiNode_MapBar>
- {
- public UiNode_MapBar(Godot.TextureRect node) : base(node) { }
- public override UiNode_MapBar Clone() => new ((Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg
- /// </summary>
- public class UiNode_ActivePropBg : IUiNode<Godot.NinePatchRect, UiNode_ActivePropBg>
- {
- public UiNode_ActivePropBg(Godot.NinePatchRect node) : base(node) { }
- public override UiNode_ActivePropBg Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite
- /// </summary>
- public class UiNode_ActivePropSprite : IUiNode<Godot.TextureRect, UiNode_ActivePropSprite>
- {
- public UiNode_ActivePropSprite(Godot.TextureRect node) : base(node) { }
- public override UiNode_ActivePropSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress
- /// </summary>
- public class UiNode_CooldownProgress : IUiNode<Godot.Sprite2D, UiNode_CooldownProgress>
- {
- public UiNode_CooldownProgress(Godot.Sprite2D node) : base(node) { }
- public override UiNode_CooldownProgress Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount
- /// </summary>
- public class UiNode_ActivePropCount : IUiNode<Godot.Label, UiNode_ActivePropCount>
- {
- public UiNode_ActivePropCount(Godot.Label node) : base(node) { }
- public override UiNode_ActivePropCount Clone() => new ((Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel
- /// </summary>
- public class UiNode_ActivePropPanel : IUiNode<Godot.NinePatchRect, UiNode_ActivePropPanel>
- {
- public UiNode_ActivePropPanel(Godot.NinePatchRect node) : base(node) { }
- public override UiNode_ActivePropPanel Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
- /// </summary>
- public class UiNode_ChargeProgressBar : IUiNode<Godot.NinePatchRect, UiNode_ChargeProgressBar>
- {
- public UiNode_ChargeProgressBar(Godot.NinePatchRect node) : base(node) { }
- public override UiNode_ChargeProgressBar Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress
- /// </summary>
- public class UiNode_ChargeProgress : IUiNode<Godot.Sprite2D, UiNode_ChargeProgress>
- {
- public UiNode_ChargeProgress(Godot.Sprite2D node) : base(node) { }
- public override UiNode_ChargeProgress Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar
- /// </summary>
- public class UiNode_ActivePropBar : IUiNode<Godot.Control, UiNode_ActivePropBar>
- {
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_ActivePropBg L_ActivePropBg
- {
- get
- {
- if (_L_ActivePropBg == null) _L_ActivePropBg = new UiNode_ActivePropBg(Instance.GetNodeOrNull<Godot.NinePatchRect>("ActivePropBg"));
- return _L_ActivePropBg;
- }
- }
- private UiNode_ActivePropBg _L_ActivePropBg;
-
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_ActivePropSprite L_ActivePropSprite
- {
- get
- {
- if (_L_ActivePropSprite == null) _L_ActivePropSprite = new UiNode_ActivePropSprite(Instance.GetNodeOrNull<Godot.TextureRect>("ActivePropSprite"));
- return _L_ActivePropSprite;
- }
- }
- private UiNode_ActivePropSprite _L_ActivePropSprite;
-
- /// <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: RoomUI.Control.CooldownProgress
- /// </summary>
- public UiNode_CooldownProgress L_CooldownProgress
- {
- get
- {
- if (_L_CooldownProgress == null) _L_CooldownProgress = new UiNode_CooldownProgress(Instance.GetNodeOrNull<Godot.Sprite2D>("CooldownProgress"));
- return _L_CooldownProgress;
- }
- }
- private UiNode_CooldownProgress _L_CooldownProgress;
-
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_ActivePropCount L_ActivePropCount
- {
- get
- {
- if (_L_ActivePropCount == null) _L_ActivePropCount = new UiNode_ActivePropCount(Instance.GetNodeOrNull<Godot.Label>("ActivePropCount"));
- return _L_ActivePropCount;
- }
- }
- private UiNode_ActivePropCount _L_ActivePropCount;
-
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_ActivePropPanel L_ActivePropPanel
- {
- get
- {
- if (_L_ActivePropPanel == null) _L_ActivePropPanel = new UiNode_ActivePropPanel(Instance.GetNodeOrNull<Godot.NinePatchRect>("ActivePropPanel"));
- return _L_ActivePropPanel;
- }
- }
- private UiNode_ActivePropPanel _L_ActivePropPanel;
-
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_ChargeProgressBar L_ChargeProgressBar
- {
- get
- {
- if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new UiNode_ChargeProgressBar(Instance.GetNodeOrNull<Godot.NinePatchRect>("ChargeProgressBar"));
- return _L_ChargeProgressBar;
- }
- }
- private UiNode_ChargeProgressBar _L_ChargeProgressBar;
-
- /// <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: RoomUI.Control.ChargeProgress
- /// </summary>
- public UiNode_ChargeProgress L_ChargeProgress
- {
- get
- {
- if (_L_ChargeProgress == null) _L_ChargeProgress = new UiNode_ChargeProgress(Instance.GetNodeOrNull<Godot.Sprite2D>("ChargeProgress"));
- return _L_ChargeProgress;
- }
- }
- private UiNode_ChargeProgress _L_ChargeProgress;
-
- public UiNode_ActivePropBar(Godot.Control node) : base(node) { }
- public override UiNode_ActivePropBar Clone() => new ((Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
- /// </summary>
- public class UiNode_WeaponSprite : IUiNode<Godot.TextureRect, UiNode_WeaponSprite>
- {
- public UiNode_WeaponSprite(Godot.TextureRect node) : base(node) { }
- public override UiNode_WeaponSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel
- /// </summary>
- public class UiNode_WeaponPanel : IUiNode<Godot.NinePatchRect, UiNode_WeaponPanel>
- {
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_WeaponSprite L_WeaponSprite
- {
- get
- {
- if (_L_WeaponSprite == null) _L_WeaponSprite = new UiNode_WeaponSprite(Instance.GetNodeOrNull<Godot.TextureRect>("WeaponSprite"));
- return _L_WeaponSprite;
- }
- }
- private UiNode_WeaponSprite _L_WeaponSprite;
-
- public UiNode_WeaponPanel(Godot.NinePatchRect node) : base(node) { }
- public override UiNode_WeaponPanel Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount
- /// </summary>
- public class UiNode_AmmoCount : IUiNode<Godot.Label, UiNode_AmmoCount>
- {
- public UiNode_AmmoCount(Godot.Label node) : base(node) { }
- public override UiNode_AmmoCount Clone() => new ((Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar
- /// </summary>
- public class UiNode_WeaponBar : IUiNode<Godot.Control, UiNode_WeaponBar>
- {
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_WeaponPanel L_WeaponPanel
- {
- get
- {
- if (_L_WeaponPanel == null) _L_WeaponPanel = new UiNode_WeaponPanel(Instance.GetNodeOrNull<Godot.NinePatchRect>("WeaponPanel"));
- return _L_WeaponPanel;
- }
- }
- private UiNode_WeaponPanel _L_WeaponPanel;
-
- /// <summary>
- /// 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
- /// </summary>
- public UiNode_AmmoCount L_AmmoCount
- {
- get
- {
- if (_L_AmmoCount == null) _L_AmmoCount = new UiNode_AmmoCount(Instance.GetNodeOrNull<Godot.Label>("AmmoCount"));
- return _L_AmmoCount;
- }
- }
- private UiNode_AmmoCount _L_AmmoCount;
-
- public UiNode_WeaponBar(Godot.Control node) : base(node) { }
- public override UiNode_WeaponBar Clone() => new ((Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
- /// </summary>
- public class UiNode_Control : IUiNode<Godot.Control, UiNode_Control>
- {
- /// <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: RoomUI.LifeBar
- /// </summary>
- public UiNode_LifeBar L_LifeBar
- {
- get
- {
- if (_L_LifeBar == null) _L_LifeBar = new UiNode_LifeBar(Instance.GetNodeOrNull<Godot.Control>("LifeBar"));
- return _L_LifeBar;
- }
- }
- private UiNode_LifeBar _L_LifeBar;
-
- /// <summary>
- /// 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.MapBar
- /// </summary>
- public UiNode_MapBar L_MapBar
- {
- get
- {
- if (_L_MapBar == null) _L_MapBar = new UiNode_MapBar(Instance.GetNodeOrNull<Godot.TextureRect>("MapBar"));
- return _L_MapBar;
- }
- }
- private UiNode_MapBar _L_MapBar;
-
- /// <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: RoomUI.ActivePropBar
- /// </summary>
- public UiNode_ActivePropBar L_ActivePropBar
- {
- get
- {
- if (_L_ActivePropBar == null) _L_ActivePropBar = new UiNode_ActivePropBar(Instance.GetNodeOrNull<Godot.Control>("ActivePropBar"));
- return _L_ActivePropBar;
- }
- }
- private UiNode_ActivePropBar _L_ActivePropBar;
-
- /// <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: RoomUI.WeaponBar
- /// </summary>
- public UiNode_WeaponBar L_WeaponBar
- {
- get
- {
- if (_L_WeaponBar == null) _L_WeaponBar = new UiNode_WeaponBar(Instance.GetNodeOrNull<Godot.Control>("WeaponBar"));
- return _L_WeaponBar;
- }
- }
- private UiNode_WeaponBar _L_WeaponBar;
-
- public UiNode_Control(Godot.Control node) : base(node) { }
- public override UiNode_Control Clone() => new ((Godot.Control)Instance.Duplicate());
- }
-
- }