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DungeonShooting / DungeonShooting_Godot / src / game / ui / weaponRoulette / WeaponRoulette.cs
@小李xl 小李xl on 5 Mar 2024 13 KB 武器轮盘开发中
  1. namespace UI.WeaponRoulette;
  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 WeaponRoulette : 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.ColorRect"/>, 节点路径: WeaponRoulette.Bg
  10. /// </summary>
  11. public Bg L_Bg
  12. {
  13. get
  14. {
  15. if (_L_Bg == null) _L_Bg = new Bg((WeaponRoulettePanel)this, GetNode<Godot.ColorRect>("Bg"));
  16. return _L_Bg;
  17. }
  18. }
  19. private Bg _L_Bg;
  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: WeaponRoulette.Control
  23. /// </summary>
  24. public Control L_Control
  25. {
  26. get
  27. {
  28. if (_L_Control == null) _L_Control = new Control((WeaponRoulettePanel)this, GetNode<Godot.Control>("Control"));
  29. return _L_Control;
  30. }
  31. }
  32. private Control _L_Control;
  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.Area2D"/>, 节点路径: WeaponRoulette.MouseArea
  36. /// </summary>
  37. public MouseArea L_MouseArea
  38. {
  39. get
  40. {
  41. if (_L_MouseArea == null) _L_MouseArea = new MouseArea((WeaponRoulettePanel)this, GetNode<Godot.Area2D>("MouseArea"));
  42. return _L_MouseArea;
  43. }
  44. }
  45. private MouseArea _L_MouseArea;
  46.  
  47.  
  48. public WeaponRoulette() : base(nameof(WeaponRoulette))
  49. {
  50. }
  51.  
  52. public sealed override void OnInitNestedUi()
  53. {
  54. _ = L_Control.L_RouletteBg.L_WeaponSlotNode;
  55.  
  56. }
  57.  
  58. /// <summary>
  59. /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Bg
  60. /// </summary>
  61. public class Bg : UiNode<WeaponRoulettePanel, Godot.ColorRect, Bg>
  62. {
  63. public Bg(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  64. public override Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  65. }
  66.  
  67. /// <summary>
  68. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.Control.WeaponIcon
  69. /// </summary>
  70. public class WeaponIcon : UiNode<WeaponRoulettePanel, Godot.Sprite2D, WeaponIcon>
  71. {
  72. public WeaponIcon(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  73. public override WeaponIcon Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  74. }
  75.  
  76. /// <summary>
  77. /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.Control.AmmoLabel
  78. /// </summary>
  79. public class AmmoLabel : UiNode<WeaponRoulettePanel, Godot.Label, AmmoLabel>
  80. {
  81. public AmmoLabel(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  82. public override AmmoLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  83. }
  84.  
  85. /// <summary>
  86. /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.Control
  87. /// </summary>
  88. public class Control_1 : UiNode<WeaponRoulettePanel, Godot.Control, Control_1>
  89. {
  90. /// <summary>
  91. /// 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
  92. /// </summary>
  93. public WeaponIcon L_WeaponIcon
  94. {
  95. get
  96. {
  97. if (_L_WeaponIcon == null) _L_WeaponIcon = new WeaponIcon(UiPanel, Instance.GetNode<Godot.Sprite2D>("WeaponIcon"));
  98. return _L_WeaponIcon;
  99. }
  100. }
  101. private WeaponIcon _L_WeaponIcon;
  102.  
  103. /// <summary>
  104. /// 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
  105. /// </summary>
  106. public AmmoLabel L_AmmoLabel
  107. {
  108. get
  109. {
  110. if (_L_AmmoLabel == null) _L_AmmoLabel = new AmmoLabel(UiPanel, Instance.GetNode<Godot.Label>("AmmoLabel"));
  111. return _L_AmmoLabel;
  112. }
  113. }
  114. private AmmoLabel _L_AmmoLabel;
  115.  
  116. public Control_1(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  117. public override Control_1 Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  118. }
  119.  
  120. /// <summary>
  121. /// 类型: <see cref="Godot.CollisionPolygon2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.SlotAreaNode.CollisionPolygon2D
  122. /// </summary>
  123. public class CollisionPolygon2D : UiNode<WeaponRoulettePanel, Godot.CollisionPolygon2D, CollisionPolygon2D>
  124. {
  125. public CollisionPolygon2D(WeaponRoulettePanel uiPanel, Godot.CollisionPolygon2D node) : base(uiPanel, node) { }
  126. public override CollisionPolygon2D Clone() => new (UiPanel, (Godot.CollisionPolygon2D)Instance.Duplicate());
  127. }
  128.  
  129. /// <summary>
  130. /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode.SlotAreaNode
  131. /// </summary>
  132. public class SlotAreaNode : UiNode<WeaponRoulettePanel, Godot.Area2D, SlotAreaNode>
  133. {
  134. /// <summary>
  135. /// 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
  136. /// </summary>
  137. public CollisionPolygon2D L_CollisionPolygon2D
  138. {
  139. get
  140. {
  141. if (_L_CollisionPolygon2D == null) _L_CollisionPolygon2D = new CollisionPolygon2D(UiPanel, Instance.GetNode<Godot.CollisionPolygon2D>("CollisionPolygon2D"));
  142. return _L_CollisionPolygon2D;
  143. }
  144. }
  145. private CollisionPolygon2D _L_CollisionPolygon2D;
  146.  
  147. public SlotAreaNode(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { }
  148. public override SlotAreaNode Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate());
  149. }
  150.  
  151. /// <summary>
  152. /// 类型: <see cref="UI.WeaponRoulette.WeaponSlot"/>, 路径: WeaponRoulette.Control.RouletteBg.WeaponSlotNode
  153. /// </summary>
  154. public class WeaponSlotNode : UiNode<WeaponRoulettePanel, UI.WeaponRoulette.WeaponSlot, WeaponSlotNode>
  155. {
  156. /// <summary>
  157. /// 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
  158. /// </summary>
  159. public Control_1 L_Control
  160. {
  161. get
  162. {
  163. if (_L_Control == null) _L_Control = new Control_1(UiPanel, Instance.GetNode<Godot.Control>("Control"));
  164. return _L_Control;
  165. }
  166. }
  167. private Control_1 _L_Control;
  168.  
  169. /// <summary>
  170. /// 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
  171. /// </summary>
  172. public SlotAreaNode L_SlotAreaNode
  173. {
  174. get
  175. {
  176. if (_L_SlotAreaNode == null) _L_SlotAreaNode = new SlotAreaNode(UiPanel, Instance.GetNode<Godot.Area2D>("SlotAreaNode"));
  177. return _L_SlotAreaNode;
  178. }
  179. }
  180. private SlotAreaNode _L_SlotAreaNode;
  181.  
  182. public WeaponSlotNode(WeaponRoulettePanel uiPanel, UI.WeaponRoulette.WeaponSlot node) : base(uiPanel, node) { }
  183. public override WeaponSlotNode Clone() => new (UiPanel, (UI.WeaponRoulette.WeaponSlot)Instance.Duplicate());
  184. }
  185.  
  186. /// <summary>
  187. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Control.RouletteBg
  188. /// </summary>
  189. public class RouletteBg : UiNode<WeaponRoulettePanel, Godot.Sprite2D, RouletteBg>
  190. {
  191. /// <summary>
  192. /// 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
  193. /// </summary>
  194. public WeaponSlotNode L_WeaponSlotNode
  195. {
  196. get
  197. {
  198. if (_L_WeaponSlotNode == null) _L_WeaponSlotNode = new WeaponSlotNode(UiPanel, Instance.GetNode<UI.WeaponRoulette.WeaponSlot>("WeaponSlotNode"));
  199. return _L_WeaponSlotNode;
  200. }
  201. }
  202. private WeaponSlotNode _L_WeaponSlotNode;
  203.  
  204. public RouletteBg(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  205. public override RouletteBg Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  206. }
  207.  
  208. /// <summary>
  209. /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Control
  210. /// </summary>
  211. public class Control : UiNode<WeaponRoulettePanel, Godot.Control, Control>
  212. {
  213. /// <summary>
  214. /// 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
  215. /// </summary>
  216. public RouletteBg L_RouletteBg
  217. {
  218. get
  219. {
  220. if (_L_RouletteBg == null) _L_RouletteBg = new RouletteBg(UiPanel, Instance.GetNode<Godot.Sprite2D>("RouletteBg"));
  221. return _L_RouletteBg;
  222. }
  223. }
  224. private RouletteBg _L_RouletteBg;
  225.  
  226. public Control(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  227. public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  228. }
  229.  
  230. /// <summary>
  231. /// 类型: <see cref="Godot.CollisionShape2D"/>, 路径: WeaponRoulette.MouseArea.CollisionShape2D
  232. /// </summary>
  233. public class CollisionShape2D : UiNode<WeaponRoulettePanel, Godot.CollisionShape2D, CollisionShape2D>
  234. {
  235. public CollisionShape2D(WeaponRoulettePanel uiPanel, Godot.CollisionShape2D node) : base(uiPanel, node) { }
  236. public override CollisionShape2D Clone() => new (UiPanel, (Godot.CollisionShape2D)Instance.Duplicate());
  237. }
  238.  
  239. /// <summary>
  240. /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.MouseArea
  241. /// </summary>
  242. public class MouseArea : UiNode<WeaponRoulettePanel, Godot.Area2D, MouseArea>
  243. {
  244. /// <summary>
  245. /// 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
  246. /// </summary>
  247. public CollisionShape2D L_CollisionShape2D
  248. {
  249. get
  250. {
  251. if (_L_CollisionShape2D == null) _L_CollisionShape2D = new CollisionShape2D(UiPanel, Instance.GetNode<Godot.CollisionShape2D>("CollisionShape2D"));
  252. return _L_CollisionShape2D;
  253. }
  254. }
  255. private CollisionShape2D _L_CollisionShape2D;
  256.  
  257. public MouseArea(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { }
  258. public override MouseArea Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate());
  259. }
  260.  
  261.  
  262. /// <summary>
  263. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: WeaponRoulette.Bg
  264. /// </summary>
  265. public Bg S_Bg => L_Bg;
  266.  
  267. /// <summary>
  268. /// 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
  269. /// </summary>
  270. public WeaponIcon S_WeaponIcon => L_Control.L_RouletteBg.L_WeaponSlotNode.L_Control.L_WeaponIcon;
  271.  
  272. /// <summary>
  273. /// 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
  274. /// </summary>
  275. public AmmoLabel S_AmmoLabel => L_Control.L_RouletteBg.L_WeaponSlotNode.L_Control.L_AmmoLabel;
  276.  
  277. /// <summary>
  278. /// 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
  279. /// </summary>
  280. public CollisionPolygon2D S_CollisionPolygon2D => L_Control.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode.L_CollisionPolygon2D;
  281.  
  282. /// <summary>
  283. /// 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
  284. /// </summary>
  285. public SlotAreaNode S_SlotAreaNode => L_Control.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode;
  286.  
  287. /// <summary>
  288. /// 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
  289. /// </summary>
  290. public WeaponSlotNode S_WeaponSlotNode => L_Control.L_RouletteBg.L_WeaponSlotNode;
  291.  
  292. /// <summary>
  293. /// 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
  294. /// </summary>
  295. public RouletteBg S_RouletteBg => L_Control.L_RouletteBg;
  296.  
  297. /// <summary>
  298. /// 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
  299. /// </summary>
  300. public CollisionShape2D S_CollisionShape2D => L_MouseArea.L_CollisionShape2D;
  301.  
  302. /// <summary>
  303. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.MouseArea
  304. /// </summary>
  305. public MouseArea S_MouseArea => L_MouseArea;
  306.  
  307. }