- namespace UI.WeaponRoulette;
-
- /// <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 WeaponRoulette : 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: WeaponRoulette.Bg
- /// </summary>
- public Bg L_Bg
- {
- get
- {
- if (_L_Bg == null) _L_Bg = new Bg((WeaponRoulettePanel)this, GetNode<Godot.ColorRect>("Bg"));
- return _L_Bg;
- }
- }
- private 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.Control"/>, 节点路径: WeaponRoulette.Control
- /// </summary>
- public Control L_Control
- {
- get
- {
- if (_L_Control == null) _L_Control = new Control((WeaponRoulettePanel)this, GetNode<Godot.Control>("Control"));
- return _L_Control;
- }
- }
- private Control _L_Control;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.MouseArea
- /// </summary>
- public MouseArea L_MouseArea
- {
- get
- {
- if (_L_MouseArea == null) _L_MouseArea = new MouseArea((WeaponRoulettePanel)this, GetNode<Godot.Area2D>("MouseArea"));
- return _L_MouseArea;
- }
- }
- private MouseArea _L_MouseArea;
-
-
- public WeaponRoulette() : base(nameof(WeaponRoulette))
- {
- }
-
- public sealed override void OnInitNestedUi()
- {
- _ = L_Control.L_RouletteBg.L_WeaponSlotNode;
-
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Bg
- /// </summary>
- public class Bg : UiNode<WeaponRoulettePanel, Godot.ColorRect, Bg>
- {
- public Bg(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
- public override Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.Control.WeaponIcon
- /// </summary>
- public class WeaponIcon : UiNode<WeaponRoulettePanel, Godot.Sprite2D, WeaponIcon>
- {
- public WeaponIcon(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
- public override WeaponIcon Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.Control.AmmoLabel
- /// </summary>
- public class AmmoLabel : UiNode<WeaponRoulettePanel, Godot.Label, AmmoLabel>
- {
- public AmmoLabel(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override AmmoLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.Control
- /// </summary>
- public class Control_1 : UiNode<WeaponRoulettePanel, Godot.Control, Control_1>
- {
- /// <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: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.WeaponIcon
- /// </summary>
- public WeaponIcon L_WeaponIcon
- {
- get
- {
- if (_L_WeaponIcon == null) _L_WeaponIcon = new WeaponIcon(UiPanel, Instance.GetNode<Godot.Sprite2D>("WeaponIcon"));
- return _L_WeaponIcon;
- }
- }
- private WeaponIcon _L_WeaponIcon;
-
- /// <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: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.AmmoLabel
- /// </summary>
- public AmmoLabel L_AmmoLabel
- {
- get
- {
- if (_L_AmmoLabel == null) _L_AmmoLabel = new AmmoLabel(UiPanel, Instance.GetNode<Godot.Label>("AmmoLabel"));
- return _L_AmmoLabel;
- }
- }
- private AmmoLabel _L_AmmoLabel;
-
- public Control_1(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override Control_1 Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.CollisionPolygon2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.SlotAreaNode.CollisionPolygon2D
- /// </summary>
- public class CollisionPolygon2D : UiNode<WeaponRoulettePanel, Godot.CollisionPolygon2D, CollisionPolygon2D>
- {
- public CollisionPolygon2D(WeaponRoulettePanel uiPanel, Godot.CollisionPolygon2D node) : base(uiPanel, node) { }
- public override CollisionPolygon2D Clone() => new (UiPanel, (Godot.CollisionPolygon2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.SlotAreaNode
- /// </summary>
- public class SlotAreaNode : UiNode<WeaponRoulettePanel, Godot.Area2D, SlotAreaNode>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.CollisionPolygon2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.CollisionPolygon2D
- /// </summary>
- public CollisionPolygon2D L_CollisionPolygon2D
- {
- get
- {
- if (_L_CollisionPolygon2D == null) _L_CollisionPolygon2D = new CollisionPolygon2D(UiPanel, Instance.GetNode<Godot.CollisionPolygon2D>("CollisionPolygon2D"));
- return _L_CollisionPolygon2D;
- }
- }
- private CollisionPolygon2D _L_CollisionPolygon2D;
-
- public SlotAreaNode(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { }
- public override SlotAreaNode Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="UI.WeaponRoulette.WeaponSlot"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode
- /// </summary>
- public class WeaponSlotNode : UiNode<WeaponRoulettePanel, UI.WeaponRoulette.WeaponSlot, WeaponSlotNode>
- {
- /// <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: WeaponRoulette.Control.RouletteBg.Control
- /// </summary>
- public Control_1 L_Control
- {
- get
- {
- if (_L_Control == null) _L_Control = new Control_1(UiPanel, Instance.GetNode<Godot.Control>("Control"));
- return _L_Control;
- }
- }
- private Control_1 _L_Control;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.SlotAreaNode
- /// </summary>
- public SlotAreaNode L_SlotAreaNode
- {
- get
- {
- if (_L_SlotAreaNode == null) _L_SlotAreaNode = new SlotAreaNode(UiPanel, Instance.GetNode<Godot.Area2D>("SlotAreaNode"));
- return _L_SlotAreaNode;
- }
- }
- private SlotAreaNode _L_SlotAreaNode;
-
- public WeaponSlotNode(WeaponRoulettePanel uiPanel, UI.WeaponRoulette.WeaponSlot node) : base(uiPanel, node) { }
- public override WeaponSlotNode Clone() => new (UiPanel, (UI.WeaponRoulette.WeaponSlot)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Control.RouletteBg
- /// </summary>
- public class RouletteBg : UiNode<WeaponRoulettePanel, Godot.Sprite2D, RouletteBg>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="UI.WeaponRoulette.WeaponSlot"/>, 节点路径: WeaponRoulette.Control.WeaponSlotNode
- /// </summary>
- public WeaponSlotNode L_WeaponSlotNode
- {
- get
- {
- if (_L_WeaponSlotNode == null) _L_WeaponSlotNode = new WeaponSlotNode(UiPanel, Instance.GetNode<UI.WeaponRoulette.WeaponSlot>("WeaponSlotNode"));
- return _L_WeaponSlotNode;
- }
- }
- private WeaponSlotNode _L_WeaponSlotNode;
-
- public RouletteBg(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
- public override RouletteBg Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Control
- /// </summary>
- public class Control : UiNode<WeaponRoulettePanel, Godot.Control, Control>
- {
- /// <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: WeaponRoulette.RouletteBg
- /// </summary>
- public RouletteBg L_RouletteBg
- {
- get
- {
- if (_L_RouletteBg == null) _L_RouletteBg = new RouletteBg(UiPanel, Instance.GetNode<Godot.Sprite2D>("RouletteBg"));
- return _L_RouletteBg;
- }
- }
- private RouletteBg _L_RouletteBg;
-
- public Control(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.CollisionShape2D"/>, 路径: WeaponRoulette.MouseArea.CollisionShape2D
- /// </summary>
- public class CollisionShape2D : UiNode<WeaponRoulettePanel, Godot.CollisionShape2D, CollisionShape2D>
- {
- public CollisionShape2D(WeaponRoulettePanel uiPanel, Godot.CollisionShape2D node) : base(uiPanel, node) { }
- public override CollisionShape2D Clone() => new (UiPanel, (Godot.CollisionShape2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.MouseArea
- /// </summary>
- public class MouseArea : UiNode<WeaponRoulettePanel, Godot.Area2D, MouseArea>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.CollisionShape2D"/>, 节点路径: WeaponRoulette.CollisionShape2D
- /// </summary>
- public CollisionShape2D L_CollisionShape2D
- {
- get
- {
- if (_L_CollisionShape2D == null) _L_CollisionShape2D = new CollisionShape2D(UiPanel, Instance.GetNode<Godot.CollisionShape2D>("CollisionShape2D"));
- return _L_CollisionShape2D;
- }
- }
- private CollisionShape2D _L_CollisionShape2D;
-
- public MouseArea(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { }
- public override MouseArea Clone() => new (UiPanel, (Godot.Area2D)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: WeaponRoulette.Bg
- /// </summary>
- public Bg S_Bg => L_Bg;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.Control.WeaponIcon
- /// </summary>
- public WeaponIcon S_WeaponIcon => L_Control.L_RouletteBg.L_WeaponSlotNode.L_Control.L_WeaponIcon;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.Control.AmmoLabel
- /// </summary>
- public AmmoLabel S_AmmoLabel => L_Control.L_RouletteBg.L_WeaponSlotNode.L_Control.L_AmmoLabel;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.CollisionPolygon2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.SlotAreaNode.CollisionPolygon2D
- /// </summary>
- public CollisionPolygon2D S_CollisionPolygon2D => L_Control.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode.L_CollisionPolygon2D;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.SlotAreaNode
- /// </summary>
- public SlotAreaNode S_SlotAreaNode => L_Control.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="UI.WeaponRoulette.WeaponSlot"/>, 节点路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode
- /// </summary>
- public WeaponSlotNode S_WeaponSlotNode => L_Control.L_RouletteBg.L_WeaponSlotNode;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: WeaponRoulette.Control.RouletteBg
- /// </summary>
- public RouletteBg S_RouletteBg => L_Control.L_RouletteBg;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.CollisionShape2D"/>, 节点路径: WeaponRoulette.MouseArea.CollisionShape2D
- /// </summary>
- public CollisionShape2D S_CollisionShape2D => L_MouseArea.L_CollisionShape2D;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.MouseArea
- /// </summary>
- public MouseArea S_MouseArea => L_MouseArea;
-
- }