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DungeonShooting / DungeonShooting_Godot / src / game / ui / roomUI / RoomUI.cs
@小李xl 小李xl on 30 Jun 2023 12 KB 互动显示道具名称
  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.TextureRect"/>, 路径: RoomUI.Control.GunBar.GunSprite
  244. /// </summary>
  245. public class UiNode_GunSprite : IUiNode<Godot.TextureRect, UiNode_GunSprite>
  246. {
  247. public UiNode_GunSprite(Godot.TextureRect node) : base(node) { }
  248. public override UiNode_GunSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  249. }
  250.  
  251. /// <summary>
  252. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.GunBar.BulletText
  253. /// </summary>
  254. public class UiNode_BulletText : IUiNode<Godot.Label, UiNode_BulletText>
  255. {
  256. public UiNode_BulletText(Godot.Label node) : base(node) { }
  257. public override UiNode_BulletText Clone() => new ((Godot.Label)Instance.Duplicate());
  258. }
  259.  
  260. /// <summary>
  261. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.GunBar
  262. /// </summary>
  263. public class UiNode_GunBar : IUiNode<Godot.Control, UiNode_GunBar>
  264. {
  265. /// <summary>
  266. /// 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.GunSprite
  267. /// </summary>
  268. public UiNode_GunSprite L_GunSprite
  269. {
  270. get
  271. {
  272. if (_L_GunSprite == null) _L_GunSprite = new UiNode_GunSprite(Instance.GetNodeOrNull<Godot.TextureRect>("GunSprite"));
  273. return _L_GunSprite;
  274. }
  275. }
  276. private UiNode_GunSprite _L_GunSprite;
  277.  
  278. /// <summary>
  279. /// 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.BulletText
  280. /// </summary>
  281. public UiNode_BulletText L_BulletText
  282. {
  283. get
  284. {
  285. if (_L_BulletText == null) _L_BulletText = new UiNode_BulletText(Instance.GetNodeOrNull<Godot.Label>("BulletText"));
  286. return _L_BulletText;
  287. }
  288. }
  289. private UiNode_BulletText _L_BulletText;
  290.  
  291. public UiNode_GunBar(Godot.Control node) : base(node) { }
  292. public override UiNode_GunBar Clone() => new ((Godot.Control)Instance.Duplicate());
  293. }
  294.  
  295. /// <summary>
  296. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
  297. /// </summary>
  298. public class UiNode_Control : IUiNode<Godot.Control, UiNode_Control>
  299. {
  300. /// <summary>
  301. /// 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
  302. /// </summary>
  303. public UiNode_LifeBar L_LifeBar
  304. {
  305. get
  306. {
  307. if (_L_LifeBar == null) _L_LifeBar = new UiNode_LifeBar(Instance.GetNodeOrNull<Godot.Control>("LifeBar"));
  308. return _L_LifeBar;
  309. }
  310. }
  311. private UiNode_LifeBar _L_LifeBar;
  312.  
  313. /// <summary>
  314. /// 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
  315. /// </summary>
  316. public UiNode_MapBar L_MapBar
  317. {
  318. get
  319. {
  320. if (_L_MapBar == null) _L_MapBar = new UiNode_MapBar(Instance.GetNodeOrNull<Godot.TextureRect>("MapBar"));
  321. return _L_MapBar;
  322. }
  323. }
  324. private UiNode_MapBar _L_MapBar;
  325.  
  326. /// <summary>
  327. /// 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.GunBar
  328. /// </summary>
  329. public UiNode_GunBar L_GunBar
  330. {
  331. get
  332. {
  333. if (_L_GunBar == null) _L_GunBar = new UiNode_GunBar(Instance.GetNodeOrNull<Godot.Control>("GunBar"));
  334. return _L_GunBar;
  335. }
  336. }
  337. private UiNode_GunBar _L_GunBar;
  338.  
  339. public UiNode_Control(Godot.Control node) : base(node) { }
  340. public override UiNode_Control Clone() => new ((Godot.Control)Instance.Duplicate());
  341. }
  342.  
  343. }