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DungeonShooting / DungeonShooting_Godot / src / game / ui / roomUI / RoomUI.cs
@小李xl 小李xl on 24 Jun 2023 11 KB 将玩家血条改为单颗红心
  1. namespace UI.RoomUI;
  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 RoomUI : 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.Node2D"/>, 节点路径: RoomUI.InteractiveTipBar
  10. /// </summary>
  11. public UiNode_InteractiveTipBar L_InteractiveTipBar
  12. {
  13. get
  14. {
  15. if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new UiNode_InteractiveTipBar(GetNodeOrNull<Godot.Node2D>("InteractiveTipBar"));
  16. return _L_InteractiveTipBar;
  17. }
  18. }
  19. private UiNode_InteractiveTipBar _L_InteractiveTipBar;
  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.Node2D"/>, 节点路径: RoomUI.ReloadBar
  23. /// </summary>
  24. public UiNode_ReloadBar L_ReloadBar
  25. {
  26. get
  27. {
  28. if (_L_ReloadBar == null) _L_ReloadBar = new UiNode_ReloadBar(GetNodeOrNull<Godot.Node2D>("ReloadBar"));
  29. return _L_ReloadBar;
  30. }
  31. }
  32. private UiNode_ReloadBar _L_ReloadBar;
  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.Control"/>, 节点路径: RoomUI.Control
  36. /// </summary>
  37. public UiNode_Control L_Control
  38. {
  39. get
  40. {
  41. if (_L_Control == null) _L_Control = new UiNode_Control(GetNodeOrNull<Godot.Control>("Control"));
  42. return _L_Control;
  43. }
  44. }
  45. private UiNode_Control _L_Control;
  46.  
  47.  
  48. public RoomUI() : base(nameof(RoomUI))
  49. {
  50. }
  51.  
  52. /// <summary>
  53. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.InteractiveTipBar.Icon
  54. /// </summary>
  55. public class UiNode_Icon : IUiNode<Godot.Sprite2D, UiNode_Icon>
  56. {
  57. public UiNode_Icon(Godot.Sprite2D node) : base(node) { }
  58. public override UiNode_Icon Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
  59. }
  60.  
  61. /// <summary>
  62. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon
  63. /// </summary>
  64. public class UiNode_InteractiveIcon : IUiNode<Godot.Sprite2D, UiNode_InteractiveIcon>
  65. {
  66. public UiNode_InteractiveIcon(Godot.Sprite2D node) : base(node) { }
  67. public override UiNode_InteractiveIcon Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
  68. }
  69.  
  70. /// <summary>
  71. /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D
  72. /// </summary>
  73. public class UiNode_Line2D : IUiNode<Godot.Line2D, UiNode_Line2D>
  74. {
  75. public UiNode_Line2D(Godot.Line2D node) : base(node) { }
  76. public override UiNode_Line2D Clone() => new ((Godot.Line2D)Instance.Duplicate());
  77. }
  78.  
  79. /// <summary>
  80. /// 类型: <see cref="Godot.Node2D"/>, 路径: RoomUI.InteractiveTipBar
  81. /// </summary>
  82. public class UiNode_InteractiveTipBar : IUiNode<Godot.Node2D, UiNode_InteractiveTipBar>
  83. {
  84. /// <summary>
  85. /// 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
  86. /// </summary>
  87. public UiNode_Icon L_Icon
  88. {
  89. get
  90. {
  91. if (_L_Icon == null) _L_Icon = new UiNode_Icon(Instance.GetNodeOrNull<Godot.Sprite2D>("Icon"));
  92. return _L_Icon;
  93. }
  94. }
  95. private UiNode_Icon _L_Icon;
  96.  
  97. /// <summary>
  98. /// 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
  99. /// </summary>
  100. public UiNode_InteractiveIcon L_InteractiveIcon
  101. {
  102. get
  103. {
  104. if (_L_InteractiveIcon == null) _L_InteractiveIcon = new UiNode_InteractiveIcon(Instance.GetNodeOrNull<Godot.Sprite2D>("InteractiveIcon"));
  105. return _L_InteractiveIcon;
  106. }
  107. }
  108. private UiNode_InteractiveIcon _L_InteractiveIcon;
  109.  
  110. /// <summary>
  111. /// 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
  112. /// </summary>
  113. public UiNode_Line2D L_Line2D
  114. {
  115. get
  116. {
  117. if (_L_Line2D == null) _L_Line2D = new UiNode_Line2D(Instance.GetNodeOrNull<Godot.Line2D>("Line2D"));
  118. return _L_Line2D;
  119. }
  120. }
  121. private UiNode_Line2D _L_Line2D;
  122.  
  123. public UiNode_InteractiveTipBar(Godot.Node2D node) : base(node) { }
  124. public override UiNode_InteractiveTipBar Clone() => new ((Godot.Node2D)Instance.Duplicate());
  125. }
  126.  
  127. /// <summary>
  128. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block
  129. /// </summary>
  130. public class UiNode_Block : IUiNode<Godot.Sprite2D, UiNode_Block>
  131. {
  132. public UiNode_Block(Godot.Sprite2D node) : base(node) { }
  133. public override UiNode_Block Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
  134. }
  135.  
  136. /// <summary>
  137. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot
  138. /// </summary>
  139. public class UiNode_Slot : IUiNode<Godot.Sprite2D, UiNode_Slot>
  140. {
  141. /// <summary>
  142. /// 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
  143. /// </summary>
  144. public UiNode_Block L_Block
  145. {
  146. get
  147. {
  148. if (_L_Block == null) _L_Block = new UiNode_Block(Instance.GetNodeOrNull<Godot.Sprite2D>("Block"));
  149. return _L_Block;
  150. }
  151. }
  152. private UiNode_Block _L_Block;
  153.  
  154. public UiNode_Slot(Godot.Sprite2D node) : base(node) { }
  155. public override UiNode_Slot Clone() => new ((Godot.Sprite2D)Instance.Duplicate());
  156. }
  157.  
  158. /// <summary>
  159. /// 类型: <see cref="Godot.Node2D"/>, 路径: RoomUI.ReloadBar
  160. /// </summary>
  161. public class UiNode_ReloadBar : IUiNode<Godot.Node2D, UiNode_ReloadBar>
  162. {
  163. /// <summary>
  164. /// 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
  165. /// </summary>
  166. public UiNode_Slot L_Slot
  167. {
  168. get
  169. {
  170. if (_L_Slot == null) _L_Slot = new UiNode_Slot(Instance.GetNodeOrNull<Godot.Sprite2D>("Slot"));
  171. return _L_Slot;
  172. }
  173. }
  174. private UiNode_Slot _L_Slot;
  175.  
  176. public UiNode_ReloadBar(Godot.Node2D node) : base(node) { }
  177. public override UiNode_ReloadBar Clone() => new ((Godot.Node2D)Instance.Duplicate());
  178. }
  179.  
  180. /// <summary>
  181. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life
  182. /// </summary>
  183. public class UiNode_Life : IUiNode<Godot.TextureRect, UiNode_Life>
  184. {
  185. public UiNode_Life(Godot.TextureRect node) : base(node) { }
  186. public override UiNode_Life Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  187. }
  188.  
  189. /// <summary>
  190. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar
  191. /// </summary>
  192. public class UiNode_LifeBar : IUiNode<Godot.Control, UiNode_LifeBar>
  193. {
  194. /// <summary>
  195. /// 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
  196. /// </summary>
  197. public UiNode_Life L_Life
  198. {
  199. get
  200. {
  201. if (_L_Life == null) _L_Life = new UiNode_Life(Instance.GetNodeOrNull<Godot.TextureRect>("Life"));
  202. return _L_Life;
  203. }
  204. }
  205. private UiNode_Life _L_Life;
  206.  
  207. public UiNode_LifeBar(Godot.Control node) : base(node) { }
  208. public override UiNode_LifeBar Clone() => new ((Godot.Control)Instance.Duplicate());
  209. }
  210.  
  211. /// <summary>
  212. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.MapBar
  213. /// </summary>
  214. public class UiNode_MapBar : IUiNode<Godot.TextureRect, UiNode_MapBar>
  215. {
  216. public UiNode_MapBar(Godot.TextureRect node) : base(node) { }
  217. public override UiNode_MapBar Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  218. }
  219.  
  220. /// <summary>
  221. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.GunBar.GunSprite
  222. /// </summary>
  223. public class UiNode_GunSprite : IUiNode<Godot.TextureRect, UiNode_GunSprite>
  224. {
  225. public UiNode_GunSprite(Godot.TextureRect node) : base(node) { }
  226. public override UiNode_GunSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate());
  227. }
  228.  
  229. /// <summary>
  230. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.GunBar.BulletText
  231. /// </summary>
  232. public class UiNode_BulletText : IUiNode<Godot.Label, UiNode_BulletText>
  233. {
  234. public UiNode_BulletText(Godot.Label node) : base(node) { }
  235. public override UiNode_BulletText Clone() => new ((Godot.Label)Instance.Duplicate());
  236. }
  237.  
  238. /// <summary>
  239. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.GunBar
  240. /// </summary>
  241. public class UiNode_GunBar : IUiNode<Godot.Control, UiNode_GunBar>
  242. {
  243. /// <summary>
  244. /// 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
  245. /// </summary>
  246. public UiNode_GunSprite L_GunSprite
  247. {
  248. get
  249. {
  250. if (_L_GunSprite == null) _L_GunSprite = new UiNode_GunSprite(Instance.GetNodeOrNull<Godot.TextureRect>("GunSprite"));
  251. return _L_GunSprite;
  252. }
  253. }
  254. private UiNode_GunSprite _L_GunSprite;
  255.  
  256. /// <summary>
  257. /// 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
  258. /// </summary>
  259. public UiNode_BulletText L_BulletText
  260. {
  261. get
  262. {
  263. if (_L_BulletText == null) _L_BulletText = new UiNode_BulletText(Instance.GetNodeOrNull<Godot.Label>("BulletText"));
  264. return _L_BulletText;
  265. }
  266. }
  267. private UiNode_BulletText _L_BulletText;
  268.  
  269. public UiNode_GunBar(Godot.Control node) : base(node) { }
  270. public override UiNode_GunBar Clone() => new ((Godot.Control)Instance.Duplicate());
  271. }
  272.  
  273. /// <summary>
  274. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
  275. /// </summary>
  276. public class UiNode_Control : IUiNode<Godot.Control, UiNode_Control>
  277. {
  278. /// <summary>
  279. /// 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
  280. /// </summary>
  281. public UiNode_LifeBar L_LifeBar
  282. {
  283. get
  284. {
  285. if (_L_LifeBar == null) _L_LifeBar = new UiNode_LifeBar(Instance.GetNodeOrNull<Godot.Control>("LifeBar"));
  286. return _L_LifeBar;
  287. }
  288. }
  289. private UiNode_LifeBar _L_LifeBar;
  290.  
  291. /// <summary>
  292. /// 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
  293. /// </summary>
  294. public UiNode_MapBar L_MapBar
  295. {
  296. get
  297. {
  298. if (_L_MapBar == null) _L_MapBar = new UiNode_MapBar(Instance.GetNodeOrNull<Godot.TextureRect>("MapBar"));
  299. return _L_MapBar;
  300. }
  301. }
  302. private UiNode_MapBar _L_MapBar;
  303.  
  304. /// <summary>
  305. /// 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
  306. /// </summary>
  307. public UiNode_GunBar L_GunBar
  308. {
  309. get
  310. {
  311. if (_L_GunBar == null) _L_GunBar = new UiNode_GunBar(Instance.GetNodeOrNull<Godot.Control>("GunBar"));
  312. return _L_GunBar;
  313. }
  314. }
  315. private UiNode_GunBar _L_GunBar;
  316.  
  317. public UiNode_Control(Godot.Control node) : base(node) { }
  318. public override UiNode_Control Clone() => new ((Godot.Control)Instance.Duplicate());
  319. }
  320.  
  321. }