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.Node2D"/>, 节点路径: RoomUI.InteractiveTipBar /// </summary> public UiNode_InteractiveTipBar L_InteractiveTipBar { get { if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new UiNode_InteractiveTipBar(GetNodeOrNull<Godot.Node2D>("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.Node2D"/>, 节点路径: RoomUI.ReloadBar /// </summary> public UiNode_ReloadBar L_ReloadBar { get { if (_L_ReloadBar == null) _L_ReloadBar = new UiNode_ReloadBar(GetNodeOrNull<Godot.Node2D>("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.Sprite2D"/>, 路径: RoomUI.InteractiveTipBar.Icon /// </summary> public class UiNode_Icon : IUiNode<Godot.Sprite2D, UiNode_Icon> { public UiNode_Icon(Godot.Sprite2D node) : base(node) { } public override UiNode_Icon Clone() => new ((Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon /// </summary> public class UiNode_InteractiveIcon : IUiNode<Godot.Sprite2D, UiNode_InteractiveIcon> { public UiNode_InteractiveIcon(Godot.Sprite2D node) : base(node) { } public override UiNode_InteractiveIcon Clone() => new ((Godot.Sprite2D)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.Node2D"/>, 路径: RoomUI.InteractiveTipBar /// </summary> public class UiNode_InteractiveTipBar : IUiNode<Godot.Node2D, 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.Sprite2D"/>, 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.Sprite2D>("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.Sprite2D"/>, 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.Sprite2D>("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; public UiNode_InteractiveTipBar(Godot.Node2D node) : base(node) { } public override UiNode_InteractiveTipBar Clone() => new ((Godot.Node2D)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.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot /// </summary> public class UiNode_Slot : IUiNode<Godot.Sprite2D, 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.Sprite2D node) : base(node) { } public override UiNode_Slot Clone() => new ((Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Node2D"/>, 路径: RoomUI.ReloadBar /// </summary> public class UiNode_ReloadBar : IUiNode<Godot.Node2D, 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.Sprite2D"/>, 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.Sprite2D>("Slot")); return _L_Slot; } } private UiNode_Slot _L_Slot; public UiNode_ReloadBar(Godot.Node2D node) : base(node) { } public override UiNode_ReloadBar Clone() => new ((Godot.Node2D)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.TextureRect"/>, 路径: RoomUI.Control.GunBar.GunSprite /// </summary> public class UiNode_GunSprite : IUiNode<Godot.TextureRect, UiNode_GunSprite> { public UiNode_GunSprite(Godot.TextureRect node) : base(node) { } public override UiNode_GunSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.GunBar.BulletText /// </summary> public class UiNode_BulletText : IUiNode<Godot.Label, UiNode_BulletText> { public UiNode_BulletText(Godot.Label node) : base(node) { } public override UiNode_BulletText Clone() => new ((Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.GunBar /// </summary> public class UiNode_GunBar : IUiNode<Godot.Control, UiNode_GunBar> { /// <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.GunSprite /// </summary> public UiNode_GunSprite L_GunSprite { get { if (_L_GunSprite == null) _L_GunSprite = new UiNode_GunSprite(Instance.GetNodeOrNull<Godot.TextureRect>("GunSprite")); return _L_GunSprite; } } private UiNode_GunSprite _L_GunSprite; /// <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.BulletText /// </summary> public UiNode_BulletText L_BulletText { get { if (_L_BulletText == null) _L_BulletText = new UiNode_BulletText(Instance.GetNodeOrNull<Godot.Label>("BulletText")); return _L_BulletText; } } private UiNode_BulletText _L_BulletText; public UiNode_GunBar(Godot.Control node) : base(node) { } public override UiNode_GunBar 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.GunBar /// </summary> public UiNode_GunBar L_GunBar { get { if (_L_GunBar == null) _L_GunBar = new UiNode_GunBar(Instance.GetNodeOrNull<Godot.Control>("GunBar")); return _L_GunBar; } } private UiNode_GunBar _L_GunBar; public UiNode_Control(Godot.Control node) : base(node) { } public override UiNode_Control Clone() => new ((Godot.Control)Instance.Duplicate()); } }