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.Control"/>, 节点路径: RoomUI.InteractiveTipBar /// </summary> public UiNode_InteractiveTipBar L_InteractiveTipBar { get { if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new UiNode_InteractiveTipBar(GetNodeOrNull<Godot.Control>("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.Control"/>, 节点路径: RoomUI.ReloadBar /// </summary> public UiNode_ReloadBar L_ReloadBar { get { if (_L_ReloadBar == null) _L_ReloadBar = new UiNode_ReloadBar(GetNodeOrNull<Godot.Control>("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.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon /// </summary> public class UiNode_Icon : IUiNode<Godot.TextureRect, UiNode_Icon> { public UiNode_Icon(Godot.TextureRect node) : base(node) { } public override UiNode_Icon Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon /// </summary> public class UiNode_InteractiveIcon : IUiNode<Godot.TextureRect, UiNode_InteractiveIcon> { public UiNode_InteractiveIcon(Godot.TextureRect node) : base(node) { } public override UiNode_InteractiveIcon Clone() => new ((Godot.TextureRect)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.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel /// </summary> public class UiNode_NameLabel : IUiNode<Godot.Label, UiNode_NameLabel> { public UiNode_NameLabel(Godot.Label node) : base(node) { } public override UiNode_NameLabel Clone() => new ((Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar /// </summary> public class UiNode_InteractiveTipBar : IUiNode<Godot.Control, 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.TextureRect"/>, 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.TextureRect>("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.TextureRect"/>, 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.TextureRect>("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; /// <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.NameLabel /// </summary> public UiNode_NameLabel L_NameLabel { get { if (_L_NameLabel == null) _L_NameLabel = new UiNode_NameLabel(Instance.GetNodeOrNull<Godot.Label>("NameLabel")); return _L_NameLabel; } } private UiNode_NameLabel _L_NameLabel; public UiNode_InteractiveTipBar(Godot.Control node) : base(node) { } public override UiNode_InteractiveTipBar Clone() => new ((Godot.Control)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.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot /// </summary> public class UiNode_Slot : IUiNode<Godot.TextureRect, 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.TextureRect node) : base(node) { } public override UiNode_Slot Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar /// </summary> public class UiNode_ReloadBar : IUiNode<Godot.Control, 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.TextureRect"/>, 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.TextureRect>("Slot")); return _L_Slot; } } private UiNode_Slot _L_Slot; public UiNode_ReloadBar(Godot.Control node) : base(node) { } public override UiNode_ReloadBar Clone() => new ((Godot.Control)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.ActivePropBar.ActivePropPanel.ActivePropSprite /// </summary> public class UiNode_ActivePropSprite : IUiNode<Godot.TextureRect, UiNode_ActivePropSprite> { public UiNode_ActivePropSprite(Godot.TextureRect node) : base(node) { } public override UiNode_ActivePropSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel.ActivePropCount /// </summary> public class UiNode_ActivePropCount : IUiNode<Godot.Label, UiNode_ActivePropCount> { public UiNode_ActivePropCount(Godot.Label node) : base(node) { } public override UiNode_ActivePropCount Clone() => new ((Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel /// </summary> public class UiNode_ActivePropPanel : IUiNode<Godot.NinePatchRect, UiNode_ActivePropPanel> { /// <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.ActivePropBar.ActivePropSprite /// </summary> public UiNode_ActivePropSprite L_ActivePropSprite { get { if (_L_ActivePropSprite == null) _L_ActivePropSprite = new UiNode_ActivePropSprite(Instance.GetNodeOrNull<Godot.TextureRect>("ActivePropSprite")); return _L_ActivePropSprite; } } private UiNode_ActivePropSprite _L_ActivePropSprite; /// <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.ActivePropBar.ActivePropCount /// </summary> public UiNode_ActivePropCount L_ActivePropCount { get { if (_L_ActivePropCount == null) _L_ActivePropCount = new UiNode_ActivePropCount(Instance.GetNodeOrNull<Godot.Label>("ActivePropCount")); return _L_ActivePropCount; } } private UiNode_ActivePropCount _L_ActivePropCount; public UiNode_ActivePropPanel(Godot.NinePatchRect node) : base(node) { } public override UiNode_ActivePropPanel Clone() => new ((Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar /// </summary> public class UiNode_ActivePropBar : IUiNode<Godot.Control, UiNode_ActivePropBar> { /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropPanel /// </summary> public UiNode_ActivePropPanel L_ActivePropPanel { get { if (_L_ActivePropPanel == null) _L_ActivePropPanel = new UiNode_ActivePropPanel(Instance.GetNodeOrNull<Godot.NinePatchRect>("ActivePropPanel")); return _L_ActivePropPanel; } } private UiNode_ActivePropPanel _L_ActivePropPanel; public UiNode_ActivePropBar(Godot.Control node) : base(node) { } public override UiNode_ActivePropBar Clone() => new ((Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite /// </summary> public class UiNode_WeaponSprite : IUiNode<Godot.TextureRect, UiNode_WeaponSprite> { public UiNode_WeaponSprite(Godot.TextureRect node) : base(node) { } public override UiNode_WeaponSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel /// </summary> public class UiNode_WeaponPanel : IUiNode<Godot.NinePatchRect, UiNode_WeaponPanel> { /// <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.WeaponBar.WeaponSprite /// </summary> public UiNode_WeaponSprite L_WeaponSprite { get { if (_L_WeaponSprite == null) _L_WeaponSprite = new UiNode_WeaponSprite(Instance.GetNodeOrNull<Godot.TextureRect>("WeaponSprite")); return _L_WeaponSprite; } } private UiNode_WeaponSprite _L_WeaponSprite; public UiNode_WeaponPanel(Godot.NinePatchRect node) : base(node) { } public override UiNode_WeaponPanel Clone() => new ((Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount /// </summary> public class UiNode_AmmoCount : IUiNode<Godot.Label, UiNode_AmmoCount> { public UiNode_AmmoCount(Godot.Label node) : base(node) { } public override UiNode_AmmoCount Clone() => new ((Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar /// </summary> public class UiNode_WeaponBar : IUiNode<Godot.Control, UiNode_WeaponBar> { /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.WeaponPanel /// </summary> public UiNode_WeaponPanel L_WeaponPanel { get { if (_L_WeaponPanel == null) _L_WeaponPanel = new UiNode_WeaponPanel(Instance.GetNodeOrNull<Godot.NinePatchRect>("WeaponPanel")); return _L_WeaponPanel; } } private UiNode_WeaponPanel _L_WeaponPanel; /// <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.AmmoCount /// </summary> public UiNode_AmmoCount L_AmmoCount { get { if (_L_AmmoCount == null) _L_AmmoCount = new UiNode_AmmoCount(Instance.GetNodeOrNull<Godot.Label>("AmmoCount")); return _L_AmmoCount; } } private UiNode_AmmoCount _L_AmmoCount; public UiNode_WeaponBar(Godot.Control node) : base(node) { } public override UiNode_WeaponBar 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.ActivePropBar /// </summary> public UiNode_ActivePropBar L_ActivePropBar { get { if (_L_ActivePropBar == null) _L_ActivePropBar = new UiNode_ActivePropBar(Instance.GetNodeOrNull<Godot.Control>("ActivePropBar")); return _L_ActivePropBar; } } private UiNode_ActivePropBar _L_ActivePropBar; /// <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.WeaponBar /// </summary> public UiNode_WeaponBar L_WeaponBar { get { if (_L_WeaponBar == null) _L_WeaponBar = new UiNode_WeaponBar(Instance.GetNodeOrNull<Godot.Control>("WeaponBar")); return _L_WeaponBar; } } private UiNode_WeaponBar _L_WeaponBar; public UiNode_Control(Godot.Control node) : base(node) { } public override UiNode_Control Clone() => new ((Godot.Control)Instance.Duplicate()); } }