namespace UI.Settlement; /// <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 Settlement : UiBase { /// <summary> /// 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 /// </summary> public Settlement_Bg L_Bg { get { if (_L_Bg == null) _L_Bg = new Settlement_Bg(this, GetNodeOrNull<Godot.ColorRect>("Bg")); return _L_Bg; } } private Settlement_Bg _L_Bg; /// <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: Settlement.Title /// </summary> public Settlement_Title L_Title { get { if (_L_Title == null) _L_Title = new Settlement_Title(this, GetNodeOrNull<Godot.Label>("Title")); return _L_Title; } } private Settlement_Title _L_Title; /// <summary> /// 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 /// </summary> public Settlement_ButtonList L_ButtonList { get { if (_L_ButtonList == null) _L_ButtonList = new Settlement_ButtonList(this, GetNodeOrNull<Godot.VBoxContainer>("ButtonList")); return _L_ButtonList; } } private Settlement_ButtonList _L_ButtonList; public Settlement() : base(nameof(Settlement)) { } /// <summary> /// 类型: <see cref="Godot.ColorRect"/>, 路径: Settlement.Bg /// </summary> public class Settlement_Bg : UiNode<Settlement, Godot.ColorRect, Settlement_Bg> { public Settlement_Bg(Settlement uiPanel, Godot.ColorRect node) : base(uiPanel, node) { } public override Settlement_Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: Settlement.Title /// </summary> public class Settlement_Title : UiNode<Settlement, Godot.Label, Settlement_Title> { public Settlement_Title(Settlement uiPanel, Godot.Label node) : base(uiPanel, node) { } public override Settlement_Title Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Button"/>, 路径: Settlement.ButtonList.Restart /// </summary> public class Settlement_Restart : UiNode<Settlement, Godot.Button, Settlement_Restart> { public Settlement_Restart(Settlement uiPanel, Godot.Button node) : base(uiPanel, node) { } public override Settlement_Restart Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Button"/>, 路径: Settlement.ButtonList.ToMenu /// </summary> public class Settlement_ToMenu : UiNode<Settlement, Godot.Button, Settlement_ToMenu> { public Settlement_ToMenu(Settlement uiPanel, Godot.Button node) : base(uiPanel, node) { } public override Settlement_ToMenu Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.VBoxContainer"/>, 路径: Settlement.ButtonList /// </summary> public class Settlement_ButtonList : UiNode<Settlement, Godot.VBoxContainer, Settlement_ButtonList> { /// <summary> /// 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 /// </summary> public Settlement_Restart L_Restart { get { if (_L_Restart == null) _L_Restart = new Settlement_Restart(UiPanel, Instance.GetNodeOrNull<Godot.Button>("Restart")); return _L_Restart; } } private Settlement_Restart _L_Restart; /// <summary> /// 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 /// </summary> public Settlement_ToMenu L_ToMenu { get { if (_L_ToMenu == null) _L_ToMenu = new Settlement_ToMenu(UiPanel, Instance.GetNodeOrNull<Godot.Button>("ToMenu")); return _L_ToMenu; } } private Settlement_ToMenu _L_ToMenu; public Settlement_ButtonList(Settlement uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { } public override Settlement_ButtonList Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate()); } /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: Settlement.Bg /// </summary> public Settlement_Bg S_Bg => L_Bg; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: Settlement.Title /// </summary> public Settlement_Title S_Title => L_Title; /// <summary> /// 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 /// </summary> public Settlement_Restart S_Restart => L_ButtonList.L_Restart; /// <summary> /// 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 /// </summary> public Settlement_ToMenu S_ToMenu => L_ButtonList.L_ToMenu; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: Settlement.ButtonList /// </summary> public Settlement_ButtonList S_ButtonList => L_ButtonList; }