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DungeonShooting / DungeonShooting_Godot / src / game / ui / debugger / Debugger.cs
  1. namespace UI.Debugger;
  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 Debugger : 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: Debugger.Bg
  10. /// </summary>
  11. public Bg L_Bg
  12. {
  13. get
  14. {
  15. if (_L_Bg == null) _L_Bg = new Bg((DebuggerPanel)this, GetNode<Godot.ColorRect>("Bg"));
  16. return _L_Bg;
  17. }
  18. }
  19. private Bg _L_Bg;
  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.Button"/>, 节点路径: Debugger.HoverButton
  23. /// </summary>
  24. public HoverButton L_HoverButton
  25. {
  26. get
  27. {
  28. if (_L_HoverButton == null) _L_HoverButton = new HoverButton((DebuggerPanel)this, GetNode<Godot.Button>("HoverButton"));
  29. return _L_HoverButton;
  30. }
  31. }
  32. private HoverButton _L_HoverButton;
  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.Label"/>, 节点路径: Debugger.Fps
  36. /// </summary>
  37. public Fps L_Fps
  38. {
  39. get
  40. {
  41. if (_L_Fps == null) _L_Fps = new Fps((DebuggerPanel)this, GetNode<Godot.Label>("Fps"));
  42. return _L_Fps;
  43. }
  44. }
  45. private Fps _L_Fps;
  46.  
  47.  
  48. public Debugger() : base(nameof(Debugger))
  49. {
  50. }
  51.  
  52. public sealed override void OnInitNestedUi()
  53. {
  54.  
  55. }
  56.  
  57. /// <summary>
  58. /// 类型: <see cref="Godot.Button"/>, 路径: Debugger.Bg.Clear
  59. /// </summary>
  60. public class Clear : UiNode<DebuggerPanel, Godot.Button, Clear>
  61. {
  62. public Clear(DebuggerPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
  63. public override Clear Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
  64. }
  65.  
  66. /// <summary>
  67. /// 类型: <see cref="Godot.Button"/>, 路径: Debugger.Bg.Close
  68. /// </summary>
  69. public class Close : UiNode<DebuggerPanel, Godot.Button, Close>
  70. {
  71. public Close(DebuggerPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
  72. public override Close Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
  73. }
  74.  
  75. /// <summary>
  76. /// 类型: <see cref="Godot.Label"/>, 路径: Debugger.Bg.ScrollContainer.Label
  77. /// </summary>
  78. public class Label : UiNode<DebuggerPanel, Godot.Label, Label>
  79. {
  80. public Label(DebuggerPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  81. public override Label Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  82. }
  83.  
  84. /// <summary>
  85. /// 类型: <see cref="Godot.ScrollContainer"/>, 路径: Debugger.Bg.ScrollContainer
  86. /// </summary>
  87. public class ScrollContainer : UiNode<DebuggerPanel, Godot.ScrollContainer, ScrollContainer>
  88. {
  89. /// <summary>
  90. /// 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: Debugger.Bg.Label
  91. /// </summary>
  92. public Label L_Label
  93. {
  94. get
  95. {
  96. if (_L_Label == null) _L_Label = new Label(UiPanel, Instance.GetNode<Godot.Label>("Label"));
  97. return _L_Label;
  98. }
  99. }
  100. private Label _L_Label;
  101.  
  102. public ScrollContainer(DebuggerPanel uiPanel, Godot.ScrollContainer node) : base(uiPanel, node) { }
  103. public override ScrollContainer Clone() => new (UiPanel, (Godot.ScrollContainer)Instance.Duplicate());
  104. }
  105.  
  106. /// <summary>
  107. /// 类型: <see cref="Godot.ColorRect"/>, 路径: Debugger.Bg
  108. /// </summary>
  109. public class Bg : UiNode<DebuggerPanel, Godot.ColorRect, Bg>
  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: Debugger.Clear
  113. /// </summary>
  114. public Clear L_Clear
  115. {
  116. get
  117. {
  118. if (_L_Clear == null) _L_Clear = new Clear(UiPanel, Instance.GetNode<Godot.Button>("Clear"));
  119. return _L_Clear;
  120. }
  121. }
  122. private Clear _L_Clear;
  123.  
  124. /// <summary>
  125. /// 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: Debugger.Close
  126. /// </summary>
  127. public Close L_Close
  128. {
  129. get
  130. {
  131. if (_L_Close == null) _L_Close = new Close(UiPanel, Instance.GetNode<Godot.Button>("Close"));
  132. return _L_Close;
  133. }
  134. }
  135. private Close _L_Close;
  136.  
  137. /// <summary>
  138. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.ScrollContainer"/>, 节点路径: Debugger.ScrollContainer
  139. /// </summary>
  140. public ScrollContainer L_ScrollContainer
  141. {
  142. get
  143. {
  144. if (_L_ScrollContainer == null) _L_ScrollContainer = new ScrollContainer(UiPanel, Instance.GetNode<Godot.ScrollContainer>("ScrollContainer"));
  145. return _L_ScrollContainer;
  146. }
  147. }
  148. private ScrollContainer _L_ScrollContainer;
  149.  
  150. public Bg(DebuggerPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  151. public override Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  152. }
  153.  
  154. /// <summary>
  155. /// 类型: <see cref="Godot.Button"/>, 路径: Debugger.HoverButton
  156. /// </summary>
  157. public class HoverButton : UiNode<DebuggerPanel, Godot.Button, HoverButton>
  158. {
  159. public HoverButton(DebuggerPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
  160. public override HoverButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
  161. }
  162.  
  163. /// <summary>
  164. /// 类型: <see cref="Godot.Label"/>, 路径: Debugger.Fps
  165. /// </summary>
  166. public class Fps : UiNode<DebuggerPanel, Godot.Label, Fps>
  167. {
  168. public Fps(DebuggerPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  169. public override Fps Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  170. }
  171.  
  172.  
  173. /// <summary>
  174. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Button"/>, 节点路径: Debugger.Bg.Clear
  175. /// </summary>
  176. public Clear S_Clear => L_Bg.L_Clear;
  177.  
  178. /// <summary>
  179. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Button"/>, 节点路径: Debugger.Bg.Close
  180. /// </summary>
  181. public Close S_Close => L_Bg.L_Close;
  182.  
  183. /// <summary>
  184. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: Debugger.Bg.ScrollContainer.Label
  185. /// </summary>
  186. public Label S_Label => L_Bg.L_ScrollContainer.L_Label;
  187.  
  188. /// <summary>
  189. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ScrollContainer"/>, 节点路径: Debugger.Bg.ScrollContainer
  190. /// </summary>
  191. public ScrollContainer S_ScrollContainer => L_Bg.L_ScrollContainer;
  192.  
  193. /// <summary>
  194. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: Debugger.Bg
  195. /// </summary>
  196. public Bg S_Bg => L_Bg;
  197.  
  198. /// <summary>
  199. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Button"/>, 节点路径: Debugger.HoverButton
  200. /// </summary>
  201. public HoverButton S_HoverButton => L_HoverButton;
  202.  
  203. /// <summary>
  204. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: Debugger.Fps
  205. /// </summary>
  206. public Fps S_Fps => L_Fps;
  207.  
  208. }