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DungeonShooting / DungeonShooting_Godot / src / game / ui / editorInput / EditorInput.cs
@小李xl 小李xl on 5 Jan 2024 3 KB TileSet编辑器编辑资源
  1. namespace UI.EditorInput;
  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 EditorInput : 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.VBoxContainer"/>, 节点路径: EditorInput.VBoxContainer
  10. /// </summary>
  11. public VBoxContainer L_VBoxContainer
  12. {
  13. get
  14. {
  15. if (_L_VBoxContainer == null) _L_VBoxContainer = new VBoxContainer((EditorInputPanel)this, GetNode<Godot.VBoxContainer>("VBoxContainer"));
  16. return _L_VBoxContainer;
  17. }
  18. }
  19. private VBoxContainer _L_VBoxContainer;
  20.  
  21.  
  22. public EditorInput() : base(nameof(EditorInput))
  23. {
  24. }
  25.  
  26. public sealed override void OnInitNestedUi()
  27. {
  28.  
  29. }
  30.  
  31. /// <summary>
  32. /// 类型: <see cref="Godot.Label"/>, 路径: EditorInput.VBoxContainer.Label
  33. /// </summary>
  34. public class Label : UiNode<EditorInputPanel, Godot.Label, Label>
  35. {
  36. public Label(EditorInputPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  37. public override Label Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  38. }
  39.  
  40. /// <summary>
  41. /// 类型: <see cref="Godot.LineEdit"/>, 路径: EditorInput.VBoxContainer.LineEdit
  42. /// </summary>
  43. public class LineEdit : UiNode<EditorInputPanel, Godot.LineEdit, LineEdit>
  44. {
  45. public LineEdit(EditorInputPanel uiPanel, Godot.LineEdit node) : base(uiPanel, node) { }
  46. public override LineEdit Clone() => new (UiPanel, (Godot.LineEdit)Instance.Duplicate());
  47. }
  48.  
  49. /// <summary>
  50. /// 类型: <see cref="Godot.VBoxContainer"/>, 路径: EditorInput.VBoxContainer
  51. /// </summary>
  52. public class VBoxContainer : UiNode<EditorInputPanel, Godot.VBoxContainer, VBoxContainer>
  53. {
  54. /// <summary>
  55. /// 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: EditorInput.Label
  56. /// </summary>
  57. public Label L_Label
  58. {
  59. get
  60. {
  61. if (_L_Label == null) _L_Label = new Label(UiPanel, Instance.GetNode<Godot.Label>("Label"));
  62. return _L_Label;
  63. }
  64. }
  65. private Label _L_Label;
  66.  
  67. /// <summary>
  68. /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.LineEdit"/>, 节点路径: EditorInput.LineEdit
  69. /// </summary>
  70. public LineEdit L_LineEdit
  71. {
  72. get
  73. {
  74. if (_L_LineEdit == null) _L_LineEdit = new LineEdit(UiPanel, Instance.GetNode<Godot.LineEdit>("LineEdit"));
  75. return _L_LineEdit;
  76. }
  77. }
  78. private LineEdit _L_LineEdit;
  79.  
  80. public VBoxContainer(EditorInputPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { }
  81. public override VBoxContainer Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate());
  82. }
  83.  
  84.  
  85. /// <summary>
  86. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: EditorInput.VBoxContainer.Label
  87. /// </summary>
  88. public Label S_Label => L_VBoxContainer.L_Label;
  89.  
  90. /// <summary>
  91. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.LineEdit"/>, 节点路径: EditorInput.VBoxContainer.LineEdit
  92. /// </summary>
  93. public LineEdit S_LineEdit => L_VBoxContainer.L_LineEdit;
  94.  
  95. /// <summary>
  96. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: EditorInput.VBoxContainer
  97. /// </summary>
  98. public VBoxContainer S_VBoxContainer => L_VBoxContainer;
  99.  
  100. }