- 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.HealthBar.HpSlot.HpBar
- /// </summary>
- public class UiNode_HpBar : IUiNode<Godot.TextureRect, UiNode_HpBar>
- {
- public UiNode_HpBar(Godot.TextureRect node) : base(node) { }
- public override UiNode_HpBar Clone() => new ((Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.HealthBar.HpSlot
- /// </summary>
- public class UiNode_HpSlot : IUiNode<Godot.NinePatchRect, UiNode_HpSlot>
- {
- /// <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.HealthBar.HpBar
- /// </summary>
- public UiNode_HpBar L_HpBar
- {
- get
- {
- if (_L_HpBar == null) _L_HpBar = new UiNode_HpBar(Instance.GetNodeOrNull<Godot.TextureRect>("HpBar"));
- return _L_HpBar;
- }
- }
- private UiNode_HpBar _L_HpBar;
-
- public UiNode_HpSlot(Godot.NinePatchRect node) : base(node) { }
- public override UiNode_HpSlot Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.HealthBar.ShieldSlot.ShieldBar
- /// </summary>
- public class UiNode_ShieldBar : IUiNode<Godot.TextureRect, UiNode_ShieldBar>
- {
- public UiNode_ShieldBar(Godot.TextureRect node) : base(node) { }
- public override UiNode_ShieldBar Clone() => new ((Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.HealthBar.ShieldSlot
- /// </summary>
- public class UiNode_ShieldSlot : IUiNode<Godot.NinePatchRect, UiNode_ShieldSlot>
- {
- /// <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.HealthBar.ShieldBar
- /// </summary>
- public UiNode_ShieldBar L_ShieldBar
- {
- get
- {
- if (_L_ShieldBar == null) _L_ShieldBar = new UiNode_ShieldBar(Instance.GetNodeOrNull<Godot.TextureRect>("ShieldBar"));
- return _L_ShieldBar;
- }
- }
- private UiNode_ShieldBar _L_ShieldBar;
-
- public UiNode_ShieldSlot(Godot.NinePatchRect node) : base(node) { }
- public override UiNode_ShieldSlot Clone() => new ((Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.HealthBar
- /// </summary>
- public class UiNode_HealthBar : IUiNode<Godot.TextureRect, UiNode_HealthBar>
- {
- /// <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.HpSlot
- /// </summary>
- public UiNode_HpSlot L_HpSlot
- {
- get
- {
- if (_L_HpSlot == null) _L_HpSlot = new UiNode_HpSlot(Instance.GetNodeOrNull<Godot.NinePatchRect>("HpSlot"));
- return _L_HpSlot;
- }
- }
- private UiNode_HpSlot _L_HpSlot;
-
- /// <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.ShieldSlot
- /// </summary>
- public UiNode_ShieldSlot L_ShieldSlot
- {
- get
- {
- if (_L_ShieldSlot == null) _L_ShieldSlot = new UiNode_ShieldSlot(Instance.GetNodeOrNull<Godot.NinePatchRect>("ShieldSlot"));
- return _L_ShieldSlot;
- }
- }
- private UiNode_ShieldSlot _L_ShieldSlot;
-
- public UiNode_HealthBar(Godot.TextureRect node) : base(node) { }
- public override UiNode_HealthBar Clone() => new ((Godot.TextureRect)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.TextureRect"/>, 节点路径: RoomUI.HealthBar
- /// </summary>
- public UiNode_HealthBar L_HealthBar
- {
- get
- {
- if (_L_HealthBar == null) _L_HealthBar = new UiNode_HealthBar(Instance.GetNodeOrNull<Godot.TextureRect>("HealthBar"));
- return _L_HealthBar;
- }
- }
- private UiNode_HealthBar _L_HealthBar;
-
- /// <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());
- }
-
- }