- namespace UI.Debugger;
-
- /// <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 Debugger : UiBase
- {
- /// <summary>
- /// 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
- /// </summary>
- public Bg L_Bg
- {
- get
- {
- if (_L_Bg == null) _L_Bg = new Bg((DebuggerPanel)this, GetNode<Godot.ColorRect>("Bg"));
- return _L_Bg;
- }
- }
- private Bg _L_Bg;
-
- /// <summary>
- /// 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
- /// </summary>
- public HoverButton L_HoverButton
- {
- get
- {
- if (_L_HoverButton == null) _L_HoverButton = new HoverButton((DebuggerPanel)this, GetNode<Godot.Button>("HoverButton"));
- return _L_HoverButton;
- }
- }
- private HoverButton _L_HoverButton;
-
- /// <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: Debugger.Fps
- /// </summary>
- public Fps L_Fps
- {
- get
- {
- if (_L_Fps == null) _L_Fps = new Fps((DebuggerPanel)this, GetNode<Godot.Label>("Fps"));
- return _L_Fps;
- }
- }
- private Fps _L_Fps;
-
-
- public Debugger() : base(nameof(Debugger))
- {
- }
-
- public sealed override void OnInitNestedUi()
- {
-
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Button"/>, 路径: Debugger.Bg.Clear
- /// </summary>
- public class Clear : UiNode<DebuggerPanel, Godot.Button, Clear>
- {
- public Clear(DebuggerPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
- public override Clear Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Button"/>, 路径: Debugger.Bg.Close
- /// </summary>
- public class Close : UiNode<DebuggerPanel, Godot.Button, Close>
- {
- public Close(DebuggerPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
- public override Close Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: Debugger.Bg.ScrollContainer.Label
- /// </summary>
- public class Label : UiNode<DebuggerPanel, Godot.Label, Label>
- {
- public Label(DebuggerPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override Label Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.ScrollContainer"/>, 路径: Debugger.Bg.ScrollContainer
- /// </summary>
- public class ScrollContainer : UiNode<DebuggerPanel, Godot.ScrollContainer, ScrollContainer>
- {
- /// <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: Debugger.Bg.Label
- /// </summary>
- public Label L_Label
- {
- get
- {
- if (_L_Label == null) _L_Label = new Label(UiPanel, Instance.GetNode<Godot.Label>("Label"));
- return _L_Label;
- }
- }
- private Label _L_Label;
-
- public ScrollContainer(DebuggerPanel uiPanel, Godot.ScrollContainer node) : base(uiPanel, node) { }
- public override ScrollContainer Clone() => new (UiPanel, (Godot.ScrollContainer)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.ColorRect"/>, 路径: Debugger.Bg
- /// </summary>
- public class Bg : UiNode<DebuggerPanel, Godot.ColorRect, Bg>
- {
- /// <summary>
- /// 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
- /// </summary>
- public Clear L_Clear
- {
- get
- {
- if (_L_Clear == null) _L_Clear = new Clear(UiPanel, Instance.GetNode<Godot.Button>("Clear"));
- return _L_Clear;
- }
- }
- private Clear _L_Clear;
-
- /// <summary>
- /// 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
- /// </summary>
- public Close L_Close
- {
- get
- {
- if (_L_Close == null) _L_Close = new Close(UiPanel, Instance.GetNode<Godot.Button>("Close"));
- return _L_Close;
- }
- }
- private Close _L_Close;
-
- /// <summary>
- /// 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
- /// </summary>
- public ScrollContainer L_ScrollContainer
- {
- get
- {
- if (_L_ScrollContainer == null) _L_ScrollContainer = new ScrollContainer(UiPanel, Instance.GetNode<Godot.ScrollContainer>("ScrollContainer"));
- return _L_ScrollContainer;
- }
- }
- private ScrollContainer _L_ScrollContainer;
-
- public Bg(DebuggerPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
- public override Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Button"/>, 路径: Debugger.HoverButton
- /// </summary>
- public class HoverButton : UiNode<DebuggerPanel, Godot.Button, HoverButton>
- {
- public HoverButton(DebuggerPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
- public override HoverButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: Debugger.Fps
- /// </summary>
- public class Fps : UiNode<DebuggerPanel, Godot.Label, Fps>
- {
- public Fps(DebuggerPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override Fps Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
-
- /// <summary>
- /// 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
- /// </summary>
- public Clear S_Clear => L_Bg.L_Clear;
-
- /// <summary>
- /// 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
- /// </summary>
- public Close S_Close => L_Bg.L_Close;
-
- /// <summary>
- /// 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
- /// </summary>
- public Label S_Label => L_Bg.L_ScrollContainer.L_Label;
-
- /// <summary>
- /// 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
- /// </summary>
- public ScrollContainer S_ScrollContainer => L_Bg.L_ScrollContainer;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: Debugger.Bg
- /// </summary>
- public Bg S_Bg => L_Bg;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Button"/>, 节点路径: Debugger.HoverButton
- /// </summary>
- public HoverButton S_HoverButton => L_HoverButton;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: Debugger.Fps
- /// </summary>
- public Fps S_Fps => L_Fps;
-
- }