namespace UI.WeaponRoulette; /// <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 WeaponRoulette : 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: WeaponRoulette.Bg /// </summary> public Bg L_Bg { get { if (_L_Bg == null) _L_Bg = new Bg((WeaponRoulettePanel)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.Control"/>, 节点路径: WeaponRoulette.Root /// </summary> public Root L_Root { get { if (_L_Root == null) _L_Root = new Root((WeaponRoulettePanel)this, GetNode<Godot.Control>("Root")); return _L_Root; } } private Root _L_Root; /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.MouseArea /// </summary> public MouseArea L_MouseArea { get { if (_L_MouseArea == null) _L_MouseArea = new MouseArea((WeaponRoulettePanel)this, GetNode<Godot.Area2D>("MouseArea")); return _L_MouseArea; } } private MouseArea _L_MouseArea; public WeaponRoulette() : base(nameof(WeaponRoulette)) { } public sealed override void OnInitNestedUi() { } /// <summary> /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Bg /// </summary> public class Bg : UiNode<WeaponRoulettePanel, Godot.ColorRect, Bg> { public Bg(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { } public override Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi.WeaponIcon /// </summary> public class WeaponIcon : UiNode<WeaponRoulettePanel, Godot.Sprite2D, WeaponIcon> { public WeaponIcon(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } public override WeaponIcon Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi.AmmoLabel /// </summary> public class AmmoLabel : UiNode<WeaponRoulettePanel, Godot.Label, AmmoLabel> { public AmmoLabel(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { } public override AmmoLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi /// </summary> public class WeaponUi : UiNode<WeaponRoulettePanel, Godot.Control, WeaponUi> { /// <summary> /// 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: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponIcon /// </summary> public WeaponIcon L_WeaponIcon { get { if (_L_WeaponIcon == null) _L_WeaponIcon = new WeaponIcon(UiPanel, Instance.GetNode<Godot.Sprite2D>("WeaponIcon")); return _L_WeaponIcon; } } private WeaponIcon _L_WeaponIcon; /// <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: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.AmmoLabel /// </summary> public AmmoLabel L_AmmoLabel { get { if (_L_AmmoLabel == null) _L_AmmoLabel = new AmmoLabel(UiPanel, Instance.GetNode<Godot.Label>("AmmoLabel")); return _L_AmmoLabel; } } private AmmoLabel _L_AmmoLabel; public WeaponUi(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override WeaponUi Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.LockSprite /// </summary> public class LockSprite : UiNode<WeaponRoulettePanel, Godot.Sprite2D, LockSprite> { public LockSprite(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } public override LockSprite Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi /// </summary> public class SlotUi : UiNode<WeaponRoulettePanel, Godot.Control, SlotUi> { /// <summary> /// 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: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.WeaponUi /// </summary> public WeaponUi L_WeaponUi { get { if (_L_WeaponUi == null) _L_WeaponUi = new WeaponUi(UiPanel, Instance.GetNode<Godot.Control>("WeaponUi")); return _L_WeaponUi; } } private WeaponUi _L_WeaponUi; /// <summary> /// 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: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.LockSprite /// </summary> public LockSprite L_LockSprite { get { if (_L_LockSprite == null) _L_LockSprite = new LockSprite(UiPanel, Instance.GetNode<Godot.Sprite2D>("LockSprite")); return _L_LockSprite; } } private LockSprite _L_LockSprite; public SlotUi(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override SlotUi Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.CollisionPolygon2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotAreaNode.CollisionPolygon2D /// </summary> public class CollisionPolygon2D : UiNode<WeaponRoulettePanel, Godot.CollisionPolygon2D, CollisionPolygon2D> { public CollisionPolygon2D(WeaponRoulettePanel uiPanel, Godot.CollisionPolygon2D node) : base(uiPanel, node) { } public override CollisionPolygon2D Clone() => new (UiPanel, (Godot.CollisionPolygon2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotAreaNode /// </summary> public class SlotAreaNode : UiNode<WeaponRoulettePanel, Godot.Area2D, SlotAreaNode> { /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.CollisionPolygon2D"/>, 节点路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.CollisionPolygon2D /// </summary> public CollisionPolygon2D L_CollisionPolygon2D { get { if (_L_CollisionPolygon2D == null) _L_CollisionPolygon2D = new CollisionPolygon2D(UiPanel, Instance.GetNode<Godot.CollisionPolygon2D>("CollisionPolygon2D")); return _L_CollisionPolygon2D; } } private CollisionPolygon2D _L_CollisionPolygon2D; public SlotAreaNode(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { } public override SlotAreaNode Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="UI.WeaponRoulette.WeaponSlot"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode /// </summary> public class WeaponSlotNode : UiNode<WeaponRoulettePanel, UI.WeaponRoulette.WeaponSlot, WeaponSlotNode> { /// <summary> /// 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: WeaponRoulette.Root.RouletteBg.SlotUi /// </summary> public SlotUi L_SlotUi { get { if (_L_SlotUi == null) _L_SlotUi = new SlotUi(UiPanel, Instance.GetNode<Godot.Control>("SlotUi")); return _L_SlotUi; } } private SlotUi _L_SlotUi; /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.Root.RouletteBg.SlotAreaNode /// </summary> public SlotAreaNode L_SlotAreaNode { get { if (_L_SlotAreaNode == null) _L_SlotAreaNode = new SlotAreaNode(UiPanel, Instance.GetNode<Godot.Area2D>("SlotAreaNode")); return _L_SlotAreaNode; } } private SlotAreaNode _L_SlotAreaNode; public WeaponSlotNode(WeaponRoulettePanel uiPanel, UI.WeaponRoulette.WeaponSlot node) : base(uiPanel, node) { } public override WeaponSlotNode Clone() => new (UiPanel, (UI.WeaponRoulette.WeaponSlot)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Root.RouletteBg /// </summary> public class RouletteBg : UiNode<WeaponRoulettePanel, Godot.Sprite2D, RouletteBg> { /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="UI.WeaponRoulette.WeaponSlot"/>, 节点路径: WeaponRoulette.Root.WeaponSlotNode /// </summary> public WeaponSlotNode L_WeaponSlotNode { get { if (_L_WeaponSlotNode == null) _L_WeaponSlotNode = new WeaponSlotNode(UiPanel, Instance.GetNode<UI.WeaponRoulette.WeaponSlot>("WeaponSlotNode")); return _L_WeaponSlotNode; } } private WeaponSlotNode _L_WeaponSlotNode; public RouletteBg(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } public override RouletteBg Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.UpBar.Label /// </summary> public class Label : UiNode<WeaponRoulettePanel, Godot.Label, Label> { public Label(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { } public override Label Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.UpBar.Label2 /// </summary> public class Label2 : UiNode<WeaponRoulettePanel, Godot.Label, Label2> { public Label2(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { } public override Label2 Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.UpBar.PageLabel /// </summary> public class PageLabel : UiNode<WeaponRoulettePanel, Godot.Label, PageLabel> { public PageLabel(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { } public override PageLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Root.UpBar /// </summary> public class UpBar : UiNode<WeaponRoulettePanel, Godot.ColorRect, UpBar> { /// <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: WeaponRoulette.Root.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; /// <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: WeaponRoulette.Root.Label2 /// </summary> public Label2 L_Label2 { get { if (_L_Label2 == null) _L_Label2 = new Label2(UiPanel, Instance.GetNode<Godot.Label>("Label2")); return _L_Label2; } } private Label2 _L_Label2; /// <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: WeaponRoulette.Root.PageLabel /// </summary> public PageLabel L_PageLabel { get { if (_L_PageLabel == null) _L_PageLabel = new PageLabel(UiPanel, Instance.GetNode<Godot.Label>("PageLabel")); return _L_PageLabel; } } private PageLabel _L_PageLabel; public UpBar(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { } public override UpBar Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.DownBar.Label /// </summary> public class Label_1 : UiNode<WeaponRoulettePanel, Godot.Label, Label_1> { public Label_1(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { } public override Label_1 Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Root.DownBar /// </summary> public class DownBar : UiNode<WeaponRoulettePanel, Godot.ColorRect, DownBar> { /// <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: WeaponRoulette.Root.Label /// </summary> public Label_1 L_Label { get { if (_L_Label == null) _L_Label = new Label_1(UiPanel, Instance.GetNode<Godot.Label>("Label")); return _L_Label; } } private Label_1 _L_Label; public DownBar(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { } public override DownBar Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Root /// </summary> public class Root : UiNode<WeaponRoulettePanel, Godot.Control, Root> { /// <summary> /// 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: WeaponRoulette.RouletteBg /// </summary> public RouletteBg L_RouletteBg { get { if (_L_RouletteBg == null) _L_RouletteBg = new RouletteBg(UiPanel, Instance.GetNode<Godot.Sprite2D>("RouletteBg")); return _L_RouletteBg; } } private RouletteBg _L_RouletteBg; /// <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: WeaponRoulette.UpBar /// </summary> public UpBar L_UpBar { get { if (_L_UpBar == null) _L_UpBar = new UpBar(UiPanel, Instance.GetNode<Godot.ColorRect>("UpBar")); return _L_UpBar; } } private UpBar _L_UpBar; /// <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: WeaponRoulette.DownBar /// </summary> public DownBar L_DownBar { get { if (_L_DownBar == null) _L_DownBar = new DownBar(UiPanel, Instance.GetNode<Godot.ColorRect>("DownBar")); return _L_DownBar; } } private DownBar _L_DownBar; public Root(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override Root Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.CollisionShape2D"/>, 路径: WeaponRoulette.MouseArea.CollisionShape2D /// </summary> public class CollisionShape2D : UiNode<WeaponRoulettePanel, Godot.CollisionShape2D, CollisionShape2D> { public CollisionShape2D(WeaponRoulettePanel uiPanel, Godot.CollisionShape2D node) : base(uiPanel, node) { } public override CollisionShape2D Clone() => new (UiPanel, (Godot.CollisionShape2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.MouseArea /// </summary> public class MouseArea : UiNode<WeaponRoulettePanel, Godot.Area2D, MouseArea> { /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.CollisionShape2D"/>, 节点路径: WeaponRoulette.CollisionShape2D /// </summary> public CollisionShape2D L_CollisionShape2D { get { if (_L_CollisionShape2D == null) _L_CollisionShape2D = new CollisionShape2D(UiPanel, Instance.GetNode<Godot.CollisionShape2D>("CollisionShape2D")); return _L_CollisionShape2D; } } private CollisionShape2D _L_CollisionShape2D; public MouseArea(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { } public override MouseArea Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate()); } /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: WeaponRoulette.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.Sprite2D"/>, 节点路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi.WeaponIcon /// </summary> public WeaponIcon S_WeaponIcon => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_WeaponUi.L_WeaponIcon; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi.AmmoLabel /// </summary> public AmmoLabel S_AmmoLabel => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_WeaponUi.L_AmmoLabel; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi /// </summary> public WeaponUi S_WeaponUi => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_WeaponUi; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.LockSprite /// </summary> public LockSprite S_LockSprite => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_LockSprite; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi /// </summary> public SlotUi S_SlotUi => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.CollisionPolygon2D"/>, 节点路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotAreaNode.CollisionPolygon2D /// </summary> public CollisionPolygon2D S_CollisionPolygon2D => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode.L_CollisionPolygon2D; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotAreaNode /// </summary> public SlotAreaNode S_SlotAreaNode => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="UI.WeaponRoulette.WeaponSlot"/>, 节点路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode /// </summary> public WeaponSlotNode S_WeaponSlotNode => L_Root.L_RouletteBg.L_WeaponSlotNode; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: WeaponRoulette.Root.RouletteBg /// </summary> public RouletteBg S_RouletteBg => L_Root.L_RouletteBg; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: WeaponRoulette.Root.UpBar.Label2 /// </summary> public Label2 S_Label2 => L_Root.L_UpBar.L_Label2; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: WeaponRoulette.Root.UpBar.PageLabel /// </summary> public PageLabel S_PageLabel => L_Root.L_UpBar.L_PageLabel; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: WeaponRoulette.Root.UpBar /// </summary> public UpBar S_UpBar => L_Root.L_UpBar; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: WeaponRoulette.Root.DownBar /// </summary> public DownBar S_DownBar => L_Root.L_DownBar; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: WeaponRoulette.Root /// </summary> public Root S_Root => L_Root; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.CollisionShape2D"/>, 节点路径: WeaponRoulette.MouseArea.CollisionShape2D /// </summary> public CollisionShape2D S_CollisionShape2D => L_MouseArea.L_CollisionShape2D; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.MouseArea /// </summary> public MouseArea S_MouseArea => L_MouseArea; }