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DungeonShooting / DungeonShooting_Godot / src / game / ui / pauseMenu / PauseMenu.cs
@小李xl 小李xl on 20 Sep 2023 5 KB 制作暂停功能
  1. namespace UI.PauseMenu;
  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 PauseMenu : 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: PauseMenu.ColorRect
  10. /// </summary>
  11. public ColorRect L_ColorRect
  12. {
  13. get
  14. {
  15. if (_L_ColorRect == null) _L_ColorRect = new ColorRect((PauseMenuPanel)this, GetNode<Godot.ColorRect>("ColorRect"));
  16. return _L_ColorRect;
  17. }
  18. }
  19. private ColorRect _L_ColorRect;
  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.VBoxContainer"/>, 节点路径: PauseMenu.VBoxContainer
  23. /// </summary>
  24. public VBoxContainer L_VBoxContainer
  25. {
  26. get
  27. {
  28. if (_L_VBoxContainer == null) _L_VBoxContainer = new VBoxContainer((PauseMenuPanel)this, GetNode<Godot.VBoxContainer>("VBoxContainer"));
  29. return _L_VBoxContainer;
  30. }
  31. }
  32. private VBoxContainer _L_VBoxContainer;
  33.  
  34.  
  35. public PauseMenu() : base(nameof(PauseMenu))
  36. {
  37. }
  38.  
  39. public sealed override void OnInitNestedUi()
  40. {
  41.  
  42. }
  43.  
  44. /// <summary>
  45. /// 类型: <see cref="Godot.ColorRect"/>, 路径: PauseMenu.ColorRect
  46. /// </summary>
  47. public class ColorRect : UiNode<PauseMenuPanel, Godot.ColorRect, ColorRect>
  48. {
  49. public ColorRect(PauseMenuPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  50. public override ColorRect Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  51. }
  52.  
  53. /// <summary>
  54. /// 类型: <see cref="Godot.Button"/>, 路径: PauseMenu.VBoxContainer.Continue
  55. /// </summary>
  56. public class Continue : UiNode<PauseMenuPanel, Godot.Button, Continue>
  57. {
  58. public Continue(PauseMenuPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
  59. public override Continue Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
  60. }
  61.  
  62. /// <summary>
  63. /// 类型: <see cref="Godot.Button"/>, 路径: PauseMenu.VBoxContainer.Restart
  64. /// </summary>
  65. public class Restart : UiNode<PauseMenuPanel, Godot.Button, Restart>
  66. {
  67. public Restart(PauseMenuPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
  68. public override Restart Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
  69. }
  70.  
  71. /// <summary>
  72. /// 类型: <see cref="Godot.Button"/>, 路径: PauseMenu.VBoxContainer.Exit
  73. /// </summary>
  74. public class Exit : UiNode<PauseMenuPanel, Godot.Button, Exit>
  75. {
  76. public Exit(PauseMenuPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
  77. public override Exit Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
  78. }
  79.  
  80. /// <summary>
  81. /// 类型: <see cref="Godot.VBoxContainer"/>, 路径: PauseMenu.VBoxContainer
  82. /// </summary>
  83. public class VBoxContainer : UiNode<PauseMenuPanel, Godot.VBoxContainer, VBoxContainer>
  84. {
  85. /// <summary>
  86. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Button"/>, 节点路径: PauseMenu.Continue
  87. /// </summary>
  88. public Continue L_Continue
  89. {
  90. get
  91. {
  92. if (_L_Continue == null) _L_Continue = new Continue(UiPanel, Instance.GetNode<Godot.Button>("Continue"));
  93. return _L_Continue;
  94. }
  95. }
  96. private Continue _L_Continue;
  97.  
  98. /// <summary>
  99. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Button"/>, 节点路径: PauseMenu.Restart
  100. /// </summary>
  101. public Restart L_Restart
  102. {
  103. get
  104. {
  105. if (_L_Restart == null) _L_Restart = new Restart(UiPanel, Instance.GetNode<Godot.Button>("Restart"));
  106. return _L_Restart;
  107. }
  108. }
  109. private Restart _L_Restart;
  110.  
  111. /// <summary>
  112. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Button"/>, 节点路径: PauseMenu.Exit
  113. /// </summary>
  114. public Exit L_Exit
  115. {
  116. get
  117. {
  118. if (_L_Exit == null) _L_Exit = new Exit(UiPanel, Instance.GetNode<Godot.Button>("Exit"));
  119. return _L_Exit;
  120. }
  121. }
  122. private Exit _L_Exit;
  123.  
  124. public VBoxContainer(PauseMenuPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { }
  125. public override VBoxContainer Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate());
  126. }
  127.  
  128.  
  129. /// <summary>
  130. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: PauseMenu.ColorRect
  131. /// </summary>
  132. public ColorRect S_ColorRect => L_ColorRect;
  133.  
  134. /// <summary>
  135. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Button"/>, 节点路径: PauseMenu.VBoxContainer.Continue
  136. /// </summary>
  137. public Continue S_Continue => L_VBoxContainer.L_Continue;
  138.  
  139. /// <summary>
  140. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Button"/>, 节点路径: PauseMenu.VBoxContainer.Restart
  141. /// </summary>
  142. public Restart S_Restart => L_VBoxContainer.L_Restart;
  143.  
  144. /// <summary>
  145. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Button"/>, 节点路径: PauseMenu.VBoxContainer.Exit
  146. /// </summary>
  147. public Exit S_Exit => L_VBoxContainer.L_Exit;
  148.  
  149. /// <summary>
  150. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: PauseMenu.VBoxContainer
  151. /// </summary>
  152. public VBoxContainer S_VBoxContainer => L_VBoxContainer;
  153.  
  154. }