Newer
Older
DungeonShooting / DungeonShooting_Godot / src / game / ui / roomUI / RoomUI.cs
@小李xl 小李xl on 8 Jul 2023 21 KB 完成道具充能进度条
  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 UiNode_InteractiveTipBar L_InteractiveTipBar
  12. {
  13. get
  14. {
  15. if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new UiNode_InteractiveTipBar(GetNodeOrNull<Godot.Control>("InteractiveTipBar"));
  16. return _L_InteractiveTipBar;
  17. }
  18. }
  19. private UiNode_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 UiNode_ReloadBar L_ReloadBar
  25. {
  26. get
  27. {
  28. if (_L_ReloadBar == null) _L_ReloadBar = new UiNode_ReloadBar(GetNodeOrNull<Godot.Control>("ReloadBar"));
  29. return _L_ReloadBar;
  30. }
  31. }
  32. private UiNode_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 UiNode_Control L_Control
  38. {
  39. get
  40. {
  41. if (_L_Control == null) _L_Control = new UiNode_Control(GetNodeOrNull<Godot.Control>("Control"));
  42. return _L_Control;
  43. }
  44. }
  45. private UiNode_Control _L_Control;
  46.  
  47.  
  48. public RoomUI() : base(nameof(RoomUI))
  49. {
  50. }
  51.  
  52. /// <summary>
  53. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon
  54. /// </summary>
  55. public class UiNode_Icon : IUiNode<Godot.TextureRect, UiNode_Icon>
  56. {
  57. public UiNode_Icon(Godot.TextureRect node) : base(node) { }
  58. public override UiNode_Icon Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  59. }
  60.  
  61. /// <summary>
  62. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon
  63. /// </summary>
  64. public class UiNode_InteractiveIcon : IUiNode<Godot.TextureRect, UiNode_InteractiveIcon>
  65. {
  66. public UiNode_InteractiveIcon(Godot.TextureRect node) : base(node) { }
  67. public override UiNode_InteractiveIcon Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  68. }
  69.  
  70. /// <summary>
  71. /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D
  72. /// </summary>
  73. public class UiNode_Line2D : IUiNode<Godot.Line2D, UiNode_Line2D>
  74. {
  75. public UiNode_Line2D(Godot.Line2D node) : base(node) { }
  76. public override UiNode_Line2D Clone() => new ((Godot.Line2D)Instance.Duplicate());
  77. }
  78.  
  79. /// <summary>
  80. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel
  81. /// </summary>
  82. public class UiNode_NameLabel : IUiNode<Godot.Label, UiNode_NameLabel>
  83. {
  84. public UiNode_NameLabel(Godot.Label node) : base(node) { }
  85. public override UiNode_NameLabel Clone() => new ((Godot.Label)Instance.Duplicate());
  86. }
  87.  
  88. /// <summary>
  89. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar
  90. /// </summary>
  91. public class UiNode_InteractiveTipBar : IUiNode<Godot.Control, UiNode_InteractiveTipBar>
  92. {
  93. /// <summary>
  94. /// 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
  95. /// </summary>
  96. public UiNode_Icon L_Icon
  97. {
  98. get
  99. {
  100. if (_L_Icon == null) _L_Icon = new UiNode_Icon(Instance.GetNodeOrNull<Godot.TextureRect>("Icon"));
  101. return _L_Icon;
  102. }
  103. }
  104. private UiNode_Icon _L_Icon;
  105.  
  106. /// <summary>
  107. /// 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
  108. /// </summary>
  109. public UiNode_InteractiveIcon L_InteractiveIcon
  110. {
  111. get
  112. {
  113. if (_L_InteractiveIcon == null) _L_InteractiveIcon = new UiNode_InteractiveIcon(Instance.GetNodeOrNull<Godot.TextureRect>("InteractiveIcon"));
  114. return _L_InteractiveIcon;
  115. }
  116. }
  117. private UiNode_InteractiveIcon _L_InteractiveIcon;
  118.  
  119. /// <summary>
  120. /// 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
  121. /// </summary>
  122. public UiNode_Line2D L_Line2D
  123. {
  124. get
  125. {
  126. if (_L_Line2D == null) _L_Line2D = new UiNode_Line2D(Instance.GetNodeOrNull<Godot.Line2D>("Line2D"));
  127. return _L_Line2D;
  128. }
  129. }
  130. private UiNode_Line2D _L_Line2D;
  131.  
  132. /// <summary>
  133. /// 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
  134. /// </summary>
  135. public UiNode_NameLabel L_NameLabel
  136. {
  137. get
  138. {
  139. if (_L_NameLabel == null) _L_NameLabel = new UiNode_NameLabel(Instance.GetNodeOrNull<Godot.Label>("NameLabel"));
  140. return _L_NameLabel;
  141. }
  142. }
  143. private UiNode_NameLabel _L_NameLabel;
  144.  
  145. public UiNode_InteractiveTipBar(Godot.Control node) : base(node) { }
  146. public override UiNode_InteractiveTipBar Clone() => new ((Godot.Control)Instance.Duplicate());
  147. }
  148.  
  149. /// <summary>
  150. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block
  151. /// </summary>
  152. public class UiNode_Block : IUiNode<Godot.Sprite2D, UiNode_Block>
  153. {
  154. public UiNode_Block(Godot.Sprite2D node) : base(node) { }
  155. public override UiNode_Block Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
  156. }
  157.  
  158. /// <summary>
  159. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot
  160. /// </summary>
  161. public class UiNode_Slot : IUiNode<Godot.TextureRect, UiNode_Slot>
  162. {
  163. /// <summary>
  164. /// 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
  165. /// </summary>
  166. public UiNode_Block L_Block
  167. {
  168. get
  169. {
  170. if (_L_Block == null) _L_Block = new UiNode_Block(Instance.GetNodeOrNull<Godot.Sprite2D>("Block"));
  171. return _L_Block;
  172. }
  173. }
  174. private UiNode_Block _L_Block;
  175.  
  176. public UiNode_Slot(Godot.TextureRect node) : base(node) { }
  177. public override UiNode_Slot Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  178. }
  179.  
  180. /// <summary>
  181. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar
  182. /// </summary>
  183. public class UiNode_ReloadBar : IUiNode<Godot.Control, UiNode_ReloadBar>
  184. {
  185. /// <summary>
  186. /// 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
  187. /// </summary>
  188. public UiNode_Slot L_Slot
  189. {
  190. get
  191. {
  192. if (_L_Slot == null) _L_Slot = new UiNode_Slot(Instance.GetNodeOrNull<Godot.TextureRect>("Slot"));
  193. return _L_Slot;
  194. }
  195. }
  196. private UiNode_Slot _L_Slot;
  197.  
  198. public UiNode_ReloadBar(Godot.Control node) : base(node) { }
  199. public override UiNode_ReloadBar Clone() => new ((Godot.Control)Instance.Duplicate());
  200. }
  201.  
  202. /// <summary>
  203. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life
  204. /// </summary>
  205. public class UiNode_Life : IUiNode<Godot.TextureRect, UiNode_Life>
  206. {
  207. public UiNode_Life(Godot.TextureRect node) : base(node) { }
  208. public override UiNode_Life Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  209. }
  210.  
  211. /// <summary>
  212. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar
  213. /// </summary>
  214. public class UiNode_LifeBar : IUiNode<Godot.Control, UiNode_LifeBar>
  215. {
  216. /// <summary>
  217. /// 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
  218. /// </summary>
  219. public UiNode_Life L_Life
  220. {
  221. get
  222. {
  223. if (_L_Life == null) _L_Life = new UiNode_Life(Instance.GetNodeOrNull<Godot.TextureRect>("Life"));
  224. return _L_Life;
  225. }
  226. }
  227. private UiNode_Life _L_Life;
  228.  
  229. public UiNode_LifeBar(Godot.Control node) : base(node) { }
  230. public override UiNode_LifeBar Clone() => new ((Godot.Control)Instance.Duplicate());
  231. }
  232.  
  233. /// <summary>
  234. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.MapBar
  235. /// </summary>
  236. public class UiNode_MapBar : IUiNode<Godot.TextureRect, UiNode_MapBar>
  237. {
  238. public UiNode_MapBar(Godot.TextureRect node) : base(node) { }
  239. public override UiNode_MapBar Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  240. }
  241.  
  242. /// <summary>
  243. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg
  244. /// </summary>
  245. public class UiNode_ActivePropBg : IUiNode<Godot.NinePatchRect, UiNode_ActivePropBg>
  246. {
  247. public UiNode_ActivePropBg(Godot.NinePatchRect node) : base(node) { }
  248. public override UiNode_ActivePropBg Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
  249. }
  250.  
  251. /// <summary>
  252. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite
  253. /// </summary>
  254. public class UiNode_ActivePropSprite : IUiNode<Godot.TextureRect, UiNode_ActivePropSprite>
  255. {
  256. public UiNode_ActivePropSprite(Godot.TextureRect node) : base(node) { }
  257. public override UiNode_ActivePropSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  258. }
  259.  
  260. /// <summary>
  261. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress
  262. /// </summary>
  263. public class UiNode_CooldownProgress : IUiNode<Godot.Sprite2D, UiNode_CooldownProgress>
  264. {
  265. public UiNode_CooldownProgress(Godot.Sprite2D node) : base(node) { }
  266. public override UiNode_CooldownProgress Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
  267. }
  268.  
  269. /// <summary>
  270. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount
  271. /// </summary>
  272. public class UiNode_ActivePropCount : IUiNode<Godot.Label, UiNode_ActivePropCount>
  273. {
  274. public UiNode_ActivePropCount(Godot.Label node) : base(node) { }
  275. public override UiNode_ActivePropCount Clone() => new ((Godot.Label)Instance.Duplicate());
  276. }
  277.  
  278. /// <summary>
  279. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel
  280. /// </summary>
  281. public class UiNode_ActivePropPanel : IUiNode<Godot.NinePatchRect, UiNode_ActivePropPanel>
  282. {
  283. public UiNode_ActivePropPanel(Godot.NinePatchRect node) : base(node) { }
  284. public override UiNode_ActivePropPanel Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
  285. }
  286.  
  287. /// <summary>
  288. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
  289. /// </summary>
  290. public class UiNode_ChargeProgressBar : IUiNode<Godot.NinePatchRect, UiNode_ChargeProgressBar>
  291. {
  292. public UiNode_ChargeProgressBar(Godot.NinePatchRect node) : base(node) { }
  293. public override UiNode_ChargeProgressBar Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
  294. }
  295.  
  296. /// <summary>
  297. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress
  298. /// </summary>
  299. public class UiNode_ChargeProgress : IUiNode<Godot.Sprite2D, UiNode_ChargeProgress>
  300. {
  301. public UiNode_ChargeProgress(Godot.Sprite2D node) : base(node) { }
  302. public override UiNode_ChargeProgress Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
  303. }
  304.  
  305. /// <summary>
  306. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar
  307. /// </summary>
  308. public class UiNode_ActivePropBar : IUiNode<Godot.Control, UiNode_ActivePropBar>
  309. {
  310. /// <summary>
  311. /// 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
  312. /// </summary>
  313. public UiNode_ActivePropBg L_ActivePropBg
  314. {
  315. get
  316. {
  317. if (_L_ActivePropBg == null) _L_ActivePropBg = new UiNode_ActivePropBg(Instance.GetNodeOrNull<Godot.NinePatchRect>("ActivePropBg"));
  318. return _L_ActivePropBg;
  319. }
  320. }
  321. private UiNode_ActivePropBg _L_ActivePropBg;
  322.  
  323. /// <summary>
  324. /// 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
  325. /// </summary>
  326. public UiNode_ActivePropSprite L_ActivePropSprite
  327. {
  328. get
  329. {
  330. if (_L_ActivePropSprite == null) _L_ActivePropSprite = new UiNode_ActivePropSprite(Instance.GetNodeOrNull<Godot.TextureRect>("ActivePropSprite"));
  331. return _L_ActivePropSprite;
  332. }
  333. }
  334. private UiNode_ActivePropSprite _L_ActivePropSprite;
  335.  
  336. /// <summary>
  337. /// 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
  338. /// </summary>
  339. public UiNode_CooldownProgress L_CooldownProgress
  340. {
  341. get
  342. {
  343. if (_L_CooldownProgress == null) _L_CooldownProgress = new UiNode_CooldownProgress(Instance.GetNodeOrNull<Godot.Sprite2D>("CooldownProgress"));
  344. return _L_CooldownProgress;
  345. }
  346. }
  347. private UiNode_CooldownProgress _L_CooldownProgress;
  348.  
  349. /// <summary>
  350. /// 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
  351. /// </summary>
  352. public UiNode_ActivePropCount L_ActivePropCount
  353. {
  354. get
  355. {
  356. if (_L_ActivePropCount == null) _L_ActivePropCount = new UiNode_ActivePropCount(Instance.GetNodeOrNull<Godot.Label>("ActivePropCount"));
  357. return _L_ActivePropCount;
  358. }
  359. }
  360. private UiNode_ActivePropCount _L_ActivePropCount;
  361.  
  362. /// <summary>
  363. /// 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
  364. /// </summary>
  365. public UiNode_ActivePropPanel L_ActivePropPanel
  366. {
  367. get
  368. {
  369. if (_L_ActivePropPanel == null) _L_ActivePropPanel = new UiNode_ActivePropPanel(Instance.GetNodeOrNull<Godot.NinePatchRect>("ActivePropPanel"));
  370. return _L_ActivePropPanel;
  371. }
  372. }
  373. private UiNode_ActivePropPanel _L_ActivePropPanel;
  374.  
  375. /// <summary>
  376. /// 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
  377. /// </summary>
  378. public UiNode_ChargeProgressBar L_ChargeProgressBar
  379. {
  380. get
  381. {
  382. if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new UiNode_ChargeProgressBar(Instance.GetNodeOrNull<Godot.NinePatchRect>("ChargeProgressBar"));
  383. return _L_ChargeProgressBar;
  384. }
  385. }
  386. private UiNode_ChargeProgressBar _L_ChargeProgressBar;
  387.  
  388. /// <summary>
  389. /// 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
  390. /// </summary>
  391. public UiNode_ChargeProgress L_ChargeProgress
  392. {
  393. get
  394. {
  395. if (_L_ChargeProgress == null) _L_ChargeProgress = new UiNode_ChargeProgress(Instance.GetNodeOrNull<Godot.Sprite2D>("ChargeProgress"));
  396. return _L_ChargeProgress;
  397. }
  398. }
  399. private UiNode_ChargeProgress _L_ChargeProgress;
  400.  
  401. public UiNode_ActivePropBar(Godot.Control node) : base(node) { }
  402. public override UiNode_ActivePropBar Clone() => new ((Godot.Control)Instance.Duplicate());
  403. }
  404.  
  405. /// <summary>
  406. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
  407. /// </summary>
  408. public class UiNode_WeaponSprite : IUiNode<Godot.TextureRect, UiNode_WeaponSprite>
  409. {
  410. public UiNode_WeaponSprite(Godot.TextureRect node) : base(node) { }
  411. public override UiNode_WeaponSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  412. }
  413.  
  414. /// <summary>
  415. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel
  416. /// </summary>
  417. public class UiNode_WeaponPanel : IUiNode<Godot.NinePatchRect, UiNode_WeaponPanel>
  418. {
  419. /// <summary>
  420. /// 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
  421. /// </summary>
  422. public UiNode_WeaponSprite L_WeaponSprite
  423. {
  424. get
  425. {
  426. if (_L_WeaponSprite == null) _L_WeaponSprite = new UiNode_WeaponSprite(Instance.GetNodeOrNull<Godot.TextureRect>("WeaponSprite"));
  427. return _L_WeaponSprite;
  428. }
  429. }
  430. private UiNode_WeaponSprite _L_WeaponSprite;
  431.  
  432. public UiNode_WeaponPanel(Godot.NinePatchRect node) : base(node) { }
  433. public override UiNode_WeaponPanel Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
  434. }
  435.  
  436. /// <summary>
  437. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount
  438. /// </summary>
  439. public class UiNode_AmmoCount : IUiNode<Godot.Label, UiNode_AmmoCount>
  440. {
  441. public UiNode_AmmoCount(Godot.Label node) : base(node) { }
  442. public override UiNode_AmmoCount Clone() => new ((Godot.Label)Instance.Duplicate());
  443. }
  444.  
  445. /// <summary>
  446. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar
  447. /// </summary>
  448. public class UiNode_WeaponBar : IUiNode<Godot.Control, UiNode_WeaponBar>
  449. {
  450. /// <summary>
  451. /// 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
  452. /// </summary>
  453. public UiNode_WeaponPanel L_WeaponPanel
  454. {
  455. get
  456. {
  457. if (_L_WeaponPanel == null) _L_WeaponPanel = new UiNode_WeaponPanel(Instance.GetNodeOrNull<Godot.NinePatchRect>("WeaponPanel"));
  458. return _L_WeaponPanel;
  459. }
  460. }
  461. private UiNode_WeaponPanel _L_WeaponPanel;
  462.  
  463. /// <summary>
  464. /// 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
  465. /// </summary>
  466. public UiNode_AmmoCount L_AmmoCount
  467. {
  468. get
  469. {
  470. if (_L_AmmoCount == null) _L_AmmoCount = new UiNode_AmmoCount(Instance.GetNodeOrNull<Godot.Label>("AmmoCount"));
  471. return _L_AmmoCount;
  472. }
  473. }
  474. private UiNode_AmmoCount _L_AmmoCount;
  475.  
  476. public UiNode_WeaponBar(Godot.Control node) : base(node) { }
  477. public override UiNode_WeaponBar Clone() => new ((Godot.Control)Instance.Duplicate());
  478. }
  479.  
  480. /// <summary>
  481. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
  482. /// </summary>
  483. public class UiNode_Control : IUiNode<Godot.Control, UiNode_Control>
  484. {
  485. /// <summary>
  486. /// 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
  487. /// </summary>
  488. public UiNode_LifeBar L_LifeBar
  489. {
  490. get
  491. {
  492. if (_L_LifeBar == null) _L_LifeBar = new UiNode_LifeBar(Instance.GetNodeOrNull<Godot.Control>("LifeBar"));
  493. return _L_LifeBar;
  494. }
  495. }
  496. private UiNode_LifeBar _L_LifeBar;
  497.  
  498. /// <summary>
  499. /// 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
  500. /// </summary>
  501. public UiNode_MapBar L_MapBar
  502. {
  503. get
  504. {
  505. if (_L_MapBar == null) _L_MapBar = new UiNode_MapBar(Instance.GetNodeOrNull<Godot.TextureRect>("MapBar"));
  506. return _L_MapBar;
  507. }
  508. }
  509. private UiNode_MapBar _L_MapBar;
  510.  
  511. /// <summary>
  512. /// 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
  513. /// </summary>
  514. public UiNode_ActivePropBar L_ActivePropBar
  515. {
  516. get
  517. {
  518. if (_L_ActivePropBar == null) _L_ActivePropBar = new UiNode_ActivePropBar(Instance.GetNodeOrNull<Godot.Control>("ActivePropBar"));
  519. return _L_ActivePropBar;
  520. }
  521. }
  522. private UiNode_ActivePropBar _L_ActivePropBar;
  523.  
  524. /// <summary>
  525. /// 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
  526. /// </summary>
  527. public UiNode_WeaponBar L_WeaponBar
  528. {
  529. get
  530. {
  531. if (_L_WeaponBar == null) _L_WeaponBar = new UiNode_WeaponBar(Instance.GetNodeOrNull<Godot.Control>("WeaponBar"));
  532. return _L_WeaponBar;
  533. }
  534. }
  535. private UiNode_WeaponBar _L_WeaponBar;
  536.  
  537. public UiNode_Control(Godot.Control node) : base(node) { }
  538. public override UiNode_Control Clone() => new ((Godot.Control)Instance.Duplicate());
  539. }
  540.  
  541. }