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DungeonShooting / DungeonShooting_Godot / src / game / ui / roomUI / RoomUI.cs
@小李xl 小李xl on 3 Mar 2024 35 KB 制作武器轮盘中
  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.Control"/>, 节点路径: RoomUI.InteractiveTipBar
  10. /// </summary>
  11. public InteractiveTipBar L_InteractiveTipBar
  12. {
  13. get
  14. {
  15. if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new InteractiveTipBar((RoomUIPanel)this, GetNode<Godot.Control>("InteractiveTipBar"));
  16. return _L_InteractiveTipBar;
  17. }
  18. }
  19. private 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.Control"/>, 节点路径: RoomUI.ReloadBar
  23. /// </summary>
  24. public ReloadBar L_ReloadBar
  25. {
  26. get
  27. {
  28. if (_L_ReloadBar == null) _L_ReloadBar = new ReloadBar((RoomUIPanel)this, GetNode<Godot.Control>("ReloadBar"));
  29. return _L_ReloadBar;
  30. }
  31. }
  32. private 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 Control L_Control
  38. {
  39. get
  40. {
  41. if (_L_Control == null) _L_Control = new Control((RoomUIPanel)this, GetNode<Godot.Control>("Control"));
  42. return _L_Control;
  43. }
  44. }
  45. private Control _L_Control;
  46.  
  47. /// <summary>
  48. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="UI.WeaponRoulette.WeaponRoulettePanel"/>, 节点路径: RoomUI.WeaponRoulette
  49. /// </summary>
  50. public WeaponRoulette L_WeaponRoulette
  51. {
  52. get
  53. {
  54. if (_L_WeaponRoulette == null) _L_WeaponRoulette = new WeaponRoulette((RoomUIPanel)this, GetNode<UI.WeaponRoulette.WeaponRoulettePanel>("WeaponRoulette"));
  55. return _L_WeaponRoulette;
  56. }
  57. }
  58. private WeaponRoulette _L_WeaponRoulette;
  59.  
  60. /// <summary>
  61. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 节点路径: RoomUI.RoomMap
  62. /// </summary>
  63. public RoomMap L_RoomMap
  64. {
  65. get
  66. {
  67. if (_L_RoomMap == null) _L_RoomMap = new RoomMap((RoomUIPanel)this, GetNode<UI.RoomMap.RoomMapPanel>("RoomMap"));
  68. return _L_RoomMap;
  69. }
  70. }
  71. private RoomMap _L_RoomMap;
  72.  
  73. /// <summary>
  74. /// 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: RoomUI.Mask
  75. /// </summary>
  76. public Mask L_Mask
  77. {
  78. get
  79. {
  80. if (_L_Mask == null) _L_Mask = new Mask((RoomUIPanel)this, GetNode<Godot.ColorRect>("Mask"));
  81. return _L_Mask;
  82. }
  83. }
  84. private Mask _L_Mask;
  85.  
  86.  
  87. public RoomUI() : base(nameof(RoomUI))
  88. {
  89. }
  90.  
  91. public sealed override void OnInitNestedUi()
  92. {
  93.  
  94. var inst1 = this;
  95. RecordNestedUi(inst1.L_WeaponRoulette.Instance, null, UiManager.RecordType.Open);
  96. inst1.L_WeaponRoulette.Instance.OnCreateUi();
  97. inst1.L_WeaponRoulette.Instance.OnInitNestedUi();
  98.  
  99. var inst2 = this;
  100. RecordNestedUi(inst2.L_RoomMap.Instance, null, UiManager.RecordType.Open);
  101. inst2.L_RoomMap.Instance.OnCreateUi();
  102. inst2.L_RoomMap.Instance.OnInitNestedUi();
  103.  
  104. }
  105.  
  106. /// <summary>
  107. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon
  108. /// </summary>
  109. public class Icon : UiNode<RoomUIPanel, Godot.TextureRect, Icon>
  110. {
  111. public Icon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  112. public override Icon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  113. }
  114.  
  115. /// <summary>
  116. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon
  117. /// </summary>
  118. public class InteractiveIcon : UiNode<RoomUIPanel, Godot.TextureRect, InteractiveIcon>
  119. {
  120. public InteractiveIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  121. public override InteractiveIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  122. }
  123.  
  124. /// <summary>
  125. /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D
  126. /// </summary>
  127. public class Line2D : UiNode<RoomUIPanel, Godot.Line2D, Line2D>
  128. {
  129. public Line2D(RoomUIPanel uiPanel, Godot.Line2D node) : base(uiPanel, node) { }
  130. public override Line2D Clone() => new (UiPanel, (Godot.Line2D)Instance.Duplicate());
  131. }
  132.  
  133. /// <summary>
  134. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel
  135. /// </summary>
  136. public class NameLabel : UiNode<RoomUIPanel, Godot.Label, NameLabel>
  137. {
  138. public NameLabel(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  139. public override NameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  140. }
  141.  
  142. /// <summary>
  143. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar
  144. /// </summary>
  145. public class InteractiveTipBar : UiNode<RoomUIPanel, Godot.Control, InteractiveTipBar>
  146. {
  147. /// <summary>
  148. /// 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
  149. /// </summary>
  150. public Icon L_Icon
  151. {
  152. get
  153. {
  154. if (_L_Icon == null) _L_Icon = new Icon(UiPanel, Instance.GetNode<Godot.TextureRect>("Icon"));
  155. return _L_Icon;
  156. }
  157. }
  158. private Icon _L_Icon;
  159.  
  160. /// <summary>
  161. /// 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
  162. /// </summary>
  163. public InteractiveIcon L_InteractiveIcon
  164. {
  165. get
  166. {
  167. if (_L_InteractiveIcon == null) _L_InteractiveIcon = new InteractiveIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("InteractiveIcon"));
  168. return _L_InteractiveIcon;
  169. }
  170. }
  171. private InteractiveIcon _L_InteractiveIcon;
  172.  
  173. /// <summary>
  174. /// 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
  175. /// </summary>
  176. public Line2D L_Line2D
  177. {
  178. get
  179. {
  180. if (_L_Line2D == null) _L_Line2D = new Line2D(UiPanel, Instance.GetNode<Godot.Line2D>("Line2D"));
  181. return _L_Line2D;
  182. }
  183. }
  184. private Line2D _L_Line2D;
  185.  
  186. /// <summary>
  187. /// 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
  188. /// </summary>
  189. public NameLabel L_NameLabel
  190. {
  191. get
  192. {
  193. if (_L_NameLabel == null) _L_NameLabel = new NameLabel(UiPanel, Instance.GetNode<Godot.Label>("NameLabel"));
  194. return _L_NameLabel;
  195. }
  196. }
  197. private NameLabel _L_NameLabel;
  198.  
  199. public InteractiveTipBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  200. public override InteractiveTipBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  201. }
  202.  
  203. /// <summary>
  204. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block
  205. /// </summary>
  206. public class Block : UiNode<RoomUIPanel, Godot.Sprite2D, Block>
  207. {
  208. public Block(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  209. public override Block Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  210. }
  211.  
  212. /// <summary>
  213. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot
  214. /// </summary>
  215. public class Slot : UiNode<RoomUIPanel, Godot.TextureRect, Slot>
  216. {
  217. /// <summary>
  218. /// 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
  219. /// </summary>
  220. public Block L_Block
  221. {
  222. get
  223. {
  224. if (_L_Block == null) _L_Block = new Block(UiPanel, Instance.GetNode<Godot.Sprite2D>("Block"));
  225. return _L_Block;
  226. }
  227. }
  228. private Block _L_Block;
  229.  
  230. public Slot(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  231. public override Slot Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  232. }
  233.  
  234. /// <summary>
  235. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar
  236. /// </summary>
  237. public class ReloadBar : UiNode<RoomUIPanel, Godot.Control, ReloadBar>
  238. {
  239. /// <summary>
  240. /// 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
  241. /// </summary>
  242. public Slot L_Slot
  243. {
  244. get
  245. {
  246. if (_L_Slot == null) _L_Slot = new Slot(UiPanel, Instance.GetNode<Godot.TextureRect>("Slot"));
  247. return _L_Slot;
  248. }
  249. }
  250. private Slot _L_Slot;
  251.  
  252. public ReloadBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  253. public override ReloadBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  254. }
  255.  
  256. /// <summary>
  257. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life.LifeIcon
  258. /// </summary>
  259. public class LifeIcon : UiNode<RoomUIPanel, Godot.TextureRect, LifeIcon>
  260. {
  261. public LifeIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  262. public override LifeIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  263. }
  264.  
  265. /// <summary>
  266. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar.Life
  267. /// </summary>
  268. public class Life : UiNode<RoomUIPanel, Godot.Control, Life>
  269. {
  270. /// <summary>
  271. /// 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.LifeBar.LifeIcon
  272. /// </summary>
  273. public LifeIcon L_LifeIcon
  274. {
  275. get
  276. {
  277. if (_L_LifeIcon == null) _L_LifeIcon = new LifeIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("LifeIcon"));
  278. return _L_LifeIcon;
  279. }
  280. }
  281. private LifeIcon _L_LifeIcon;
  282.  
  283. public Life(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  284. public override Life Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  285. }
  286.  
  287. /// <summary>
  288. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Gold.GoldIcon
  289. /// </summary>
  290. public class GoldIcon : UiNode<RoomUIPanel, Godot.TextureRect, GoldIcon>
  291. {
  292. public GoldIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  293. public override GoldIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  294. }
  295.  
  296. /// <summary>
  297. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.LifeBar.Gold.GoldText
  298. /// </summary>
  299. public class GoldText : UiNode<RoomUIPanel, Godot.Label, GoldText>
  300. {
  301. public GoldText(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  302. public override GoldText Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  303. }
  304.  
  305. /// <summary>
  306. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar.Gold
  307. /// </summary>
  308. public class Gold : UiNode<RoomUIPanel, Godot.Control, Gold>
  309. {
  310. /// <summary>
  311. /// 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.LifeBar.GoldIcon
  312. /// </summary>
  313. public GoldIcon L_GoldIcon
  314. {
  315. get
  316. {
  317. if (_L_GoldIcon == null) _L_GoldIcon = new GoldIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("GoldIcon"));
  318. return _L_GoldIcon;
  319. }
  320. }
  321. private GoldIcon _L_GoldIcon;
  322.  
  323. /// <summary>
  324. /// 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.LifeBar.GoldText
  325. /// </summary>
  326. public GoldText L_GoldText
  327. {
  328. get
  329. {
  330. if (_L_GoldText == null) _L_GoldText = new GoldText(UiPanel, Instance.GetNode<Godot.Label>("GoldText"));
  331. return _L_GoldText;
  332. }
  333. }
  334. private GoldText _L_GoldText;
  335.  
  336. public Gold(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  337. public override Gold Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  338. }
  339.  
  340. /// <summary>
  341. /// 类型: <see cref="Godot.VBoxContainer"/>, 路径: RoomUI.Control.LifeBar
  342. /// </summary>
  343. public class LifeBar : UiNode<RoomUIPanel, Godot.VBoxContainer, LifeBar>
  344. {
  345. /// <summary>
  346. /// 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.Life
  347. /// </summary>
  348. public Life L_Life
  349. {
  350. get
  351. {
  352. if (_L_Life == null) _L_Life = new Life(UiPanel, Instance.GetNode<Godot.Control>("Life"));
  353. return _L_Life;
  354. }
  355. }
  356. private Life _L_Life;
  357.  
  358. /// <summary>
  359. /// 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.Gold
  360. /// </summary>
  361. public Gold L_Gold
  362. {
  363. get
  364. {
  365. if (_L_Gold == null) _L_Gold = new Gold(UiPanel, Instance.GetNode<Godot.Control>("Gold"));
  366. return _L_Gold;
  367. }
  368. }
  369. private Gold _L_Gold;
  370.  
  371. public LifeBar(RoomUIPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { }
  372. public override LifeBar Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate());
  373. }
  374.  
  375. /// <summary>
  376. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg
  377. /// </summary>
  378. public class ActivePropBg : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropBg>
  379. {
  380. public ActivePropBg(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  381. public override ActivePropBg Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  382. }
  383.  
  384. /// <summary>
  385. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite
  386. /// </summary>
  387. public class ActivePropSprite : UiNode<RoomUIPanel, Godot.TextureRect, ActivePropSprite>
  388. {
  389. public ActivePropSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  390. public override ActivePropSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  391. }
  392.  
  393. /// <summary>
  394. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress
  395. /// </summary>
  396. public class CooldownProgress : UiNode<RoomUIPanel, Godot.Sprite2D, CooldownProgress>
  397. {
  398. public CooldownProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  399. public override CooldownProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  400. }
  401.  
  402. /// <summary>
  403. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount
  404. /// </summary>
  405. public class ActivePropCount : UiNode<RoomUIPanel, Godot.Label, ActivePropCount>
  406. {
  407. public ActivePropCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  408. public override ActivePropCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  409. }
  410.  
  411. /// <summary>
  412. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel
  413. /// </summary>
  414. public class ActivePropPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropPanel>
  415. {
  416. public ActivePropPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  417. public override ActivePropPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  418. }
  419.  
  420. /// <summary>
  421. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
  422. /// </summary>
  423. public class ChargeProgressBar : UiNode<RoomUIPanel, Godot.NinePatchRect, ChargeProgressBar>
  424. {
  425. public ChargeProgressBar(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  426. public override ChargeProgressBar Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  427. }
  428.  
  429. /// <summary>
  430. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress
  431. /// </summary>
  432. public class ChargeProgress : UiNode<RoomUIPanel, Godot.Sprite2D, ChargeProgress>
  433. {
  434. public ChargeProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  435. public override ChargeProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  436. }
  437.  
  438. /// <summary>
  439. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar
  440. /// </summary>
  441. public class ActivePropBar : UiNode<RoomUIPanel, Godot.Control, ActivePropBar>
  442. {
  443. /// <summary>
  444. /// 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.ActivePropBg
  445. /// </summary>
  446. public ActivePropBg L_ActivePropBg
  447. {
  448. get
  449. {
  450. if (_L_ActivePropBg == null) _L_ActivePropBg = new ActivePropBg(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropBg"));
  451. return _L_ActivePropBg;
  452. }
  453. }
  454. private ActivePropBg _L_ActivePropBg;
  455.  
  456. /// <summary>
  457. /// 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.ActivePropSprite
  458. /// </summary>
  459. public ActivePropSprite L_ActivePropSprite
  460. {
  461. get
  462. {
  463. if (_L_ActivePropSprite == null) _L_ActivePropSprite = new ActivePropSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("ActivePropSprite"));
  464. return _L_ActivePropSprite;
  465. }
  466. }
  467. private ActivePropSprite _L_ActivePropSprite;
  468.  
  469. /// <summary>
  470. /// 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.Control.CooldownProgress
  471. /// </summary>
  472. public CooldownProgress L_CooldownProgress
  473. {
  474. get
  475. {
  476. if (_L_CooldownProgress == null) _L_CooldownProgress = new CooldownProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("CooldownProgress"));
  477. return _L_CooldownProgress;
  478. }
  479. }
  480. private CooldownProgress _L_CooldownProgress;
  481.  
  482. /// <summary>
  483. /// 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.ActivePropCount
  484. /// </summary>
  485. public ActivePropCount L_ActivePropCount
  486. {
  487. get
  488. {
  489. if (_L_ActivePropCount == null) _L_ActivePropCount = new ActivePropCount(UiPanel, Instance.GetNode<Godot.Label>("ActivePropCount"));
  490. return _L_ActivePropCount;
  491. }
  492. }
  493. private ActivePropCount _L_ActivePropCount;
  494.  
  495. /// <summary>
  496. /// 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
  497. /// </summary>
  498. public ActivePropPanel L_ActivePropPanel
  499. {
  500. get
  501. {
  502. if (_L_ActivePropPanel == null) _L_ActivePropPanel = new ActivePropPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropPanel"));
  503. return _L_ActivePropPanel;
  504. }
  505. }
  506. private ActivePropPanel _L_ActivePropPanel;
  507.  
  508. /// <summary>
  509. /// 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.ChargeProgressBar
  510. /// </summary>
  511. public ChargeProgressBar L_ChargeProgressBar
  512. {
  513. get
  514. {
  515. if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new ChargeProgressBar(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ChargeProgressBar"));
  516. return _L_ChargeProgressBar;
  517. }
  518. }
  519. private ChargeProgressBar _L_ChargeProgressBar;
  520.  
  521. /// <summary>
  522. /// 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.Control.ChargeProgress
  523. /// </summary>
  524. public ChargeProgress L_ChargeProgress
  525. {
  526. get
  527. {
  528. if (_L_ChargeProgress == null) _L_ChargeProgress = new ChargeProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("ChargeProgress"));
  529. return _L_ChargeProgress;
  530. }
  531. }
  532. private ChargeProgress _L_ChargeProgress;
  533.  
  534. public ActivePropBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  535. public override ActivePropBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  536. }
  537.  
  538. /// <summary>
  539. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
  540. /// </summary>
  541. public class WeaponSprite : UiNode<RoomUIPanel, Godot.TextureRect, WeaponSprite>
  542. {
  543. public WeaponSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  544. public override WeaponSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  545. }
  546.  
  547. /// <summary>
  548. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel
  549. /// </summary>
  550. public class WeaponPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, WeaponPanel>
  551. {
  552. /// <summary>
  553. /// 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
  554. /// </summary>
  555. public WeaponSprite L_WeaponSprite
  556. {
  557. get
  558. {
  559. if (_L_WeaponSprite == null) _L_WeaponSprite = new WeaponSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("WeaponSprite"));
  560. return _L_WeaponSprite;
  561. }
  562. }
  563. private WeaponSprite _L_WeaponSprite;
  564.  
  565. public WeaponPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  566. public override WeaponPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  567. }
  568.  
  569. /// <summary>
  570. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount
  571. /// </summary>
  572. public class AmmoCount : UiNode<RoomUIPanel, Godot.Label, AmmoCount>
  573. {
  574. public AmmoCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  575. public override AmmoCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  576. }
  577.  
  578. /// <summary>
  579. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar
  580. /// </summary>
  581. public class WeaponBar : UiNode<RoomUIPanel, Godot.Control, WeaponBar>
  582. {
  583. /// <summary>
  584. /// 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
  585. /// </summary>
  586. public WeaponPanel L_WeaponPanel
  587. {
  588. get
  589. {
  590. if (_L_WeaponPanel == null) _L_WeaponPanel = new WeaponPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("WeaponPanel"));
  591. return _L_WeaponPanel;
  592. }
  593. }
  594. private WeaponPanel _L_WeaponPanel;
  595.  
  596. /// <summary>
  597. /// 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
  598. /// </summary>
  599. public AmmoCount L_AmmoCount
  600. {
  601. get
  602. {
  603. if (_L_AmmoCount == null) _L_AmmoCount = new AmmoCount(UiPanel, Instance.GetNode<Godot.Label>("AmmoCount"));
  604. return _L_AmmoCount;
  605. }
  606. }
  607. private AmmoCount _L_AmmoCount;
  608.  
  609. public WeaponBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  610. public override WeaponBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  611. }
  612.  
  613. /// <summary>
  614. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
  615. /// </summary>
  616. public class Control : UiNode<RoomUIPanel, Godot.Control, Control>
  617. {
  618. /// <summary>
  619. /// 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: RoomUI.LifeBar
  620. /// </summary>
  621. public LifeBar L_LifeBar
  622. {
  623. get
  624. {
  625. if (_L_LifeBar == null) _L_LifeBar = new LifeBar(UiPanel, Instance.GetNode<Godot.VBoxContainer>("LifeBar"));
  626. return _L_LifeBar;
  627. }
  628. }
  629. private LifeBar _L_LifeBar;
  630.  
  631. /// <summary>
  632. /// 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
  633. /// </summary>
  634. public ActivePropBar L_ActivePropBar
  635. {
  636. get
  637. {
  638. if (_L_ActivePropBar == null) _L_ActivePropBar = new ActivePropBar(UiPanel, Instance.GetNode<Godot.Control>("ActivePropBar"));
  639. return _L_ActivePropBar;
  640. }
  641. }
  642. private ActivePropBar _L_ActivePropBar;
  643.  
  644. /// <summary>
  645. /// 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
  646. /// </summary>
  647. public WeaponBar L_WeaponBar
  648. {
  649. get
  650. {
  651. if (_L_WeaponBar == null) _L_WeaponBar = new WeaponBar(UiPanel, Instance.GetNode<Godot.Control>("WeaponBar"));
  652. return _L_WeaponBar;
  653. }
  654. }
  655. private WeaponBar _L_WeaponBar;
  656.  
  657. public Control(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  658. public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  659. }
  660.  
  661. /// <summary>
  662. /// 类型: <see cref="UI.WeaponRoulette.WeaponRoulettePanel"/>, 路径: RoomUI.WeaponRoulette
  663. /// </summary>
  664. public class WeaponRoulette : UiNode<RoomUIPanel, UI.WeaponRoulette.WeaponRoulettePanel, WeaponRoulette>
  665. {
  666. public WeaponRoulette(RoomUIPanel uiPanel, UI.WeaponRoulette.WeaponRoulettePanel node) : base(uiPanel, node) { }
  667. public override WeaponRoulette Clone()
  668. {
  669. var uiNode = new WeaponRoulette(UiPanel, (UI.WeaponRoulette.WeaponRoulettePanel)Instance.Duplicate());
  670. UiPanel.RecordNestedUi(uiNode.Instance, this, UiManager.RecordType.Open);
  671. uiNode.Instance.OnCreateUi();
  672. uiNode.Instance.OnInitNestedUi();
  673. return uiNode;
  674. }
  675. }
  676.  
  677. /// <summary>
  678. /// 类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 路径: RoomUI.RoomMap
  679. /// </summary>
  680. public class RoomMap : UiNode<RoomUIPanel, UI.RoomMap.RoomMapPanel, RoomMap>
  681. {
  682. public RoomMap(RoomUIPanel uiPanel, UI.RoomMap.RoomMapPanel node) : base(uiPanel, node) { }
  683. public override RoomMap Clone()
  684. {
  685. var uiNode = new RoomMap(UiPanel, (UI.RoomMap.RoomMapPanel)Instance.Duplicate());
  686. UiPanel.RecordNestedUi(uiNode.Instance, this, UiManager.RecordType.Open);
  687. uiNode.Instance.OnCreateUi();
  688. uiNode.Instance.OnInitNestedUi();
  689. return uiNode;
  690. }
  691. }
  692.  
  693. /// <summary>
  694. /// 类型: <see cref="Godot.ColorRect"/>, 路径: RoomUI.Mask
  695. /// </summary>
  696. public class Mask : UiNode<RoomUIPanel, Godot.ColorRect, Mask>
  697. {
  698. public Mask(RoomUIPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  699. public override Mask Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  700. }
  701.  
  702.  
  703. /// <summary>
  704. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.InteractiveTipBar.Icon
  705. /// </summary>
  706. public Icon S_Icon => L_InteractiveTipBar.L_Icon;
  707.  
  708. /// <summary>
  709. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.InteractiveTipBar.InteractiveIcon
  710. /// </summary>
  711. public InteractiveIcon S_InteractiveIcon => L_InteractiveTipBar.L_InteractiveIcon;
  712.  
  713. /// <summary>
  714. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Line2D"/>, 节点路径: RoomUI.InteractiveTipBar.Line2D
  715. /// </summary>
  716. public Line2D S_Line2D => L_InteractiveTipBar.L_Line2D;
  717.  
  718. /// <summary>
  719. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.InteractiveTipBar.NameLabel
  720. /// </summary>
  721. public NameLabel S_NameLabel => L_InteractiveTipBar.L_NameLabel;
  722.  
  723. /// <summary>
  724. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar
  725. /// </summary>
  726. public InteractiveTipBar S_InteractiveTipBar => L_InteractiveTipBar;
  727.  
  728. /// <summary>
  729. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.ReloadBar.Slot.Block
  730. /// </summary>
  731. public Block S_Block => L_ReloadBar.L_Slot.L_Block;
  732.  
  733. /// <summary>
  734. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.ReloadBar.Slot
  735. /// </summary>
  736. public Slot S_Slot => L_ReloadBar.L_Slot;
  737.  
  738. /// <summary>
  739. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.ReloadBar
  740. /// </summary>
  741. public ReloadBar S_ReloadBar => L_ReloadBar;
  742.  
  743. /// <summary>
  744. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.LifeBar.Life.LifeIcon
  745. /// </summary>
  746. public LifeIcon S_LifeIcon => L_Control.L_LifeBar.L_Life.L_LifeIcon;
  747.  
  748. /// <summary>
  749. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.LifeBar.Life
  750. /// </summary>
  751. public Life S_Life => L_Control.L_LifeBar.L_Life;
  752.  
  753. /// <summary>
  754. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.LifeBar.Gold.GoldIcon
  755. /// </summary>
  756. public GoldIcon S_GoldIcon => L_Control.L_LifeBar.L_Gold.L_GoldIcon;
  757.  
  758. /// <summary>
  759. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.LifeBar.Gold.GoldText
  760. /// </summary>
  761. public GoldText S_GoldText => L_Control.L_LifeBar.L_Gold.L_GoldText;
  762.  
  763. /// <summary>
  764. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.LifeBar.Gold
  765. /// </summary>
  766. public Gold S_Gold => L_Control.L_LifeBar.L_Gold;
  767.  
  768. /// <summary>
  769. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: RoomUI.Control.LifeBar
  770. /// </summary>
  771. public LifeBar S_LifeBar => L_Control.L_LifeBar;
  772.  
  773. /// <summary>
  774. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropBg
  775. /// </summary>
  776. public ActivePropBg S_ActivePropBg => L_Control.L_ActivePropBar.L_ActivePropBg;
  777.  
  778. /// <summary>
  779. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropSprite
  780. /// </summary>
  781. public ActivePropSprite S_ActivePropSprite => L_Control.L_ActivePropBar.L_ActivePropSprite;
  782.  
  783. /// <summary>
  784. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.Control.ActivePropBar.CooldownProgress
  785. /// </summary>
  786. public CooldownProgress S_CooldownProgress => L_Control.L_ActivePropBar.L_CooldownProgress;
  787.  
  788. /// <summary>
  789. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropCount
  790. /// </summary>
  791. public ActivePropCount S_ActivePropCount => L_Control.L_ActivePropBar.L_ActivePropCount;
  792.  
  793. /// <summary>
  794. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropPanel
  795. /// </summary>
  796. public ActivePropPanel S_ActivePropPanel => L_Control.L_ActivePropBar.L_ActivePropPanel;
  797.  
  798. /// <summary>
  799. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
  800. /// </summary>
  801. public ChargeProgressBar S_ChargeProgressBar => L_Control.L_ActivePropBar.L_ChargeProgressBar;
  802.  
  803. /// <summary>
  804. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.Control.ActivePropBar.ChargeProgress
  805. /// </summary>
  806. public ChargeProgress S_ChargeProgress => L_Control.L_ActivePropBar.L_ChargeProgress;
  807.  
  808. /// <summary>
  809. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.ActivePropBar
  810. /// </summary>
  811. public ActivePropBar S_ActivePropBar => L_Control.L_ActivePropBar;
  812.  
  813. /// <summary>
  814. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
  815. /// </summary>
  816. public WeaponSprite S_WeaponSprite => L_Control.L_WeaponBar.L_WeaponPanel.L_WeaponSprite;
  817.  
  818. /// <summary>
  819. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponPanel
  820. /// </summary>
  821. public WeaponPanel S_WeaponPanel => L_Control.L_WeaponBar.L_WeaponPanel;
  822.  
  823. /// <summary>
  824. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.WeaponBar.AmmoCount
  825. /// </summary>
  826. public AmmoCount S_AmmoCount => L_Control.L_WeaponBar.L_AmmoCount;
  827.  
  828. /// <summary>
  829. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.WeaponBar
  830. /// </summary>
  831. public WeaponBar S_WeaponBar => L_Control.L_WeaponBar;
  832.  
  833. /// <summary>
  834. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control
  835. /// </summary>
  836. public Control S_Control => L_Control;
  837.  
  838. /// <summary>
  839. /// 场景中唯一名称的节点, 节点类型: <see cref="UI.WeaponRoulette.WeaponRoulettePanel"/>, 节点路径: RoomUI.WeaponRoulette
  840. /// </summary>
  841. public WeaponRoulette S_WeaponRoulette => L_WeaponRoulette;
  842.  
  843. /// <summary>
  844. /// 场景中唯一名称的节点, 节点类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 节点路径: RoomUI.RoomMap
  845. /// </summary>
  846. public RoomMap S_RoomMap => L_RoomMap;
  847.  
  848. /// <summary>
  849. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: RoomUI.Mask
  850. /// </summary>
  851. public Mask S_Mask => L_Mask;
  852.  
  853. }