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DungeonShooting / DungeonShooting_Godot / src / game / ui / mapEditorTileSet / MapEditorTileSet.cs
  1. namespace UI.MapEditorTileSet;
  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 MapEditorTileSet : 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.Label"/>, 节点路径: MapEditorTileSet.Label
  10. /// </summary>
  11. public Label L_Label
  12. {
  13. get
  14. {
  15. if (_L_Label == null) _L_Label = new Label((MapEditorTileSetPanel)this, GetNode<Godot.Label>("Label"));
  16. return _L_Label;
  17. }
  18. }
  19. private Label _L_Label;
  20.  
  21.  
  22. public MapEditorTileSet() : base(nameof(MapEditorTileSet))
  23. {
  24. }
  25.  
  26. public sealed override void OnInitNestedUi()
  27. {
  28.  
  29. }
  30.  
  31. /// <summary>
  32. /// 类型: <see cref="Godot.Label"/>, 路径: MapEditorTileSet.Label
  33. /// </summary>
  34. public class Label : UiNode<MapEditorTileSetPanel, Godot.Label, Label>
  35. {
  36. public Label(MapEditorTileSetPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  37. public override Label Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  38. }
  39.  
  40.  
  41. /// <summary>
  42. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: MapEditorTileSet.Label
  43. /// </summary>
  44. public Label S_Label => L_Label;
  45.  
  46. }