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DungeonShooting / DungeonShooting_Godot / src / game / ui / roomUI / RoomUI.cs
  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 RoomUI_InteractiveTipBar L_InteractiveTipBar
  12. {
  13. get
  14. {
  15. if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new RoomUI_InteractiveTipBar(this, GetNodeOrNull<Godot.Control>("InteractiveTipBar"));
  16. return _L_InteractiveTipBar;
  17. }
  18. }
  19. private RoomUI_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 RoomUI_ReloadBar L_ReloadBar
  25. {
  26. get
  27. {
  28. if (_L_ReloadBar == null) _L_ReloadBar = new RoomUI_ReloadBar(this, GetNodeOrNull<Godot.Control>("ReloadBar"));
  29. return _L_ReloadBar;
  30. }
  31. }
  32. private RoomUI_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 RoomUI_Control L_Control
  38. {
  39. get
  40. {
  41. if (_L_Control == null) _L_Control = new RoomUI_Control(this, GetNodeOrNull<Godot.Control>("Control"));
  42. return _L_Control;
  43. }
  44. }
  45. private RoomUI_Control _L_Control;
  46.  
  47.  
  48. public RoomUI() : base(nameof(RoomUI))
  49. {
  50. }
  51.  
  52. /// <summary>
  53. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon
  54. /// </summary>
  55. public class RoomUI_Icon : UiNode<RoomUI, Godot.TextureRect, RoomUI_Icon>
  56. {
  57. public RoomUI_Icon(RoomUI uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  58. public override RoomUI_Icon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  59. }
  60.  
  61. /// <summary>
  62. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon
  63. /// </summary>
  64. public class RoomUI_InteractiveIcon : UiNode<RoomUI, Godot.TextureRect, RoomUI_InteractiveIcon>
  65. {
  66. public RoomUI_InteractiveIcon(RoomUI uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  67. public override RoomUI_InteractiveIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  68. }
  69.  
  70. /// <summary>
  71. /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D
  72. /// </summary>
  73. public class RoomUI_Line2D : UiNode<RoomUI, Godot.Line2D, RoomUI_Line2D>
  74. {
  75. public RoomUI_Line2D(RoomUI uiPanel, Godot.Line2D node) : base(uiPanel, node) { }
  76. public override RoomUI_Line2D Clone() => new (UiPanel, (Godot.Line2D)Instance.Duplicate());
  77. }
  78.  
  79. /// <summary>
  80. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel
  81. /// </summary>
  82. public class RoomUI_NameLabel : UiNode<RoomUI, Godot.Label, RoomUI_NameLabel>
  83. {
  84. public RoomUI_NameLabel(RoomUI uiPanel, Godot.Label node) : base(uiPanel, node) { }
  85. public override RoomUI_NameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  86. }
  87.  
  88. /// <summary>
  89. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar
  90. /// </summary>
  91. public class RoomUI_InteractiveTipBar : UiNode<RoomUI, Godot.Control, RoomUI_InteractiveTipBar>
  92. {
  93. /// <summary>
  94. /// 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
  95. /// </summary>
  96. public RoomUI_Icon L_Icon
  97. {
  98. get
  99. {
  100. if (_L_Icon == null) _L_Icon = new RoomUI_Icon(UiPanel, Instance.GetNodeOrNull<Godot.TextureRect>("Icon"));
  101. return _L_Icon;
  102. }
  103. }
  104. private RoomUI_Icon _L_Icon;
  105.  
  106. /// <summary>
  107. /// 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
  108. /// </summary>
  109. public RoomUI_InteractiveIcon L_InteractiveIcon
  110. {
  111. get
  112. {
  113. if (_L_InteractiveIcon == null) _L_InteractiveIcon = new RoomUI_InteractiveIcon(UiPanel, Instance.GetNodeOrNull<Godot.TextureRect>("InteractiveIcon"));
  114. return _L_InteractiveIcon;
  115. }
  116. }
  117. private RoomUI_InteractiveIcon _L_InteractiveIcon;
  118.  
  119. /// <summary>
  120. /// 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
  121. /// </summary>
  122. public RoomUI_Line2D L_Line2D
  123. {
  124. get
  125. {
  126. if (_L_Line2D == null) _L_Line2D = new RoomUI_Line2D(UiPanel, Instance.GetNodeOrNull<Godot.Line2D>("Line2D"));
  127. return _L_Line2D;
  128. }
  129. }
  130. private RoomUI_Line2D _L_Line2D;
  131.  
  132. /// <summary>
  133. /// 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
  134. /// </summary>
  135. public RoomUI_NameLabel L_NameLabel
  136. {
  137. get
  138. {
  139. if (_L_NameLabel == null) _L_NameLabel = new RoomUI_NameLabel(UiPanel, Instance.GetNodeOrNull<Godot.Label>("NameLabel"));
  140. return _L_NameLabel;
  141. }
  142. }
  143. private RoomUI_NameLabel _L_NameLabel;
  144.  
  145. public RoomUI_InteractiveTipBar(RoomUI uiPanel, Godot.Control node) : base(uiPanel, node) { }
  146. public override RoomUI_InteractiveTipBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  147. }
  148.  
  149. /// <summary>
  150. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block
  151. /// </summary>
  152. public class RoomUI_Block : UiNode<RoomUI, Godot.Sprite2D, RoomUI_Block>
  153. {
  154. public RoomUI_Block(RoomUI uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  155. public override RoomUI_Block Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  156. }
  157.  
  158. /// <summary>
  159. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot
  160. /// </summary>
  161. public class RoomUI_Slot : UiNode<RoomUI, Godot.TextureRect, RoomUI_Slot>
  162. {
  163. /// <summary>
  164. /// 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
  165. /// </summary>
  166. public RoomUI_Block L_Block
  167. {
  168. get
  169. {
  170. if (_L_Block == null) _L_Block = new RoomUI_Block(UiPanel, Instance.GetNodeOrNull<Godot.Sprite2D>("Block"));
  171. return _L_Block;
  172. }
  173. }
  174. private RoomUI_Block _L_Block;
  175.  
  176. public RoomUI_Slot(RoomUI uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  177. public override RoomUI_Slot Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  178. }
  179.  
  180. /// <summary>
  181. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar
  182. /// </summary>
  183. public class RoomUI_ReloadBar : UiNode<RoomUI, Godot.Control, RoomUI_ReloadBar>
  184. {
  185. /// <summary>
  186. /// 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
  187. /// </summary>
  188. public RoomUI_Slot L_Slot
  189. {
  190. get
  191. {
  192. if (_L_Slot == null) _L_Slot = new RoomUI_Slot(UiPanel, Instance.GetNodeOrNull<Godot.TextureRect>("Slot"));
  193. return _L_Slot;
  194. }
  195. }
  196. private RoomUI_Slot _L_Slot;
  197.  
  198. public RoomUI_ReloadBar(RoomUI uiPanel, Godot.Control node) : base(uiPanel, node) { }
  199. public override RoomUI_ReloadBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  200. }
  201.  
  202. /// <summary>
  203. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life
  204. /// </summary>
  205. public class RoomUI_Life : UiNode<RoomUI, Godot.TextureRect, RoomUI_Life>
  206. {
  207. public RoomUI_Life(RoomUI uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  208. public override RoomUI_Life Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  209. }
  210.  
  211. /// <summary>
  212. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar
  213. /// </summary>
  214. public class RoomUI_LifeBar : UiNode<RoomUI, Godot.Control, RoomUI_LifeBar>
  215. {
  216. /// <summary>
  217. /// 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.Life
  218. /// </summary>
  219. public RoomUI_Life L_Life
  220. {
  221. get
  222. {
  223. if (_L_Life == null) _L_Life = new RoomUI_Life(UiPanel, Instance.GetNodeOrNull<Godot.TextureRect>("Life"));
  224. return _L_Life;
  225. }
  226. }
  227. private RoomUI_Life _L_Life;
  228.  
  229. public RoomUI_LifeBar(RoomUI uiPanel, Godot.Control node) : base(uiPanel, node) { }
  230. public override RoomUI_LifeBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  231. }
  232.  
  233. /// <summary>
  234. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.MapBar
  235. /// </summary>
  236. public class RoomUI_MapBar : UiNode<RoomUI, Godot.TextureRect, RoomUI_MapBar>
  237. {
  238. public RoomUI_MapBar(RoomUI uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  239. public override RoomUI_MapBar Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  240. }
  241.  
  242. /// <summary>
  243. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg
  244. /// </summary>
  245. public class RoomUI_ActivePropBg : UiNode<RoomUI, Godot.NinePatchRect, RoomUI_ActivePropBg>
  246. {
  247. public RoomUI_ActivePropBg(RoomUI uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  248. public override RoomUI_ActivePropBg Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  249. }
  250.  
  251. /// <summary>
  252. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite
  253. /// </summary>
  254. public class RoomUI_ActivePropSprite : UiNode<RoomUI, Godot.TextureRect, RoomUI_ActivePropSprite>
  255. {
  256. public RoomUI_ActivePropSprite(RoomUI uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  257. public override RoomUI_ActivePropSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  258. }
  259.  
  260. /// <summary>
  261. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress
  262. /// </summary>
  263. public class RoomUI_CooldownProgress : UiNode<RoomUI, Godot.Sprite2D, RoomUI_CooldownProgress>
  264. {
  265. public RoomUI_CooldownProgress(RoomUI uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  266. public override RoomUI_CooldownProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  267. }
  268.  
  269. /// <summary>
  270. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount
  271. /// </summary>
  272. public class RoomUI_ActivePropCount : UiNode<RoomUI, Godot.Label, RoomUI_ActivePropCount>
  273. {
  274. public RoomUI_ActivePropCount(RoomUI uiPanel, Godot.Label node) : base(uiPanel, node) { }
  275. public override RoomUI_ActivePropCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  276. }
  277.  
  278. /// <summary>
  279. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel
  280. /// </summary>
  281. public class RoomUI_ActivePropPanel : UiNode<RoomUI, Godot.NinePatchRect, RoomUI_ActivePropPanel>
  282. {
  283. public RoomUI_ActivePropPanel(RoomUI uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  284. public override RoomUI_ActivePropPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  285. }
  286.  
  287. /// <summary>
  288. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
  289. /// </summary>
  290. public class RoomUI_ChargeProgressBar : UiNode<RoomUI, Godot.NinePatchRect, RoomUI_ChargeProgressBar>
  291. {
  292. public RoomUI_ChargeProgressBar(RoomUI uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  293. public override RoomUI_ChargeProgressBar Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  294. }
  295.  
  296. /// <summary>
  297. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress
  298. /// </summary>
  299. public class RoomUI_ChargeProgress : UiNode<RoomUI, Godot.Sprite2D, RoomUI_ChargeProgress>
  300. {
  301. public RoomUI_ChargeProgress(RoomUI uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  302. public override RoomUI_ChargeProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  303. }
  304.  
  305. /// <summary>
  306. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar
  307. /// </summary>
  308. public class RoomUI_ActivePropBar : UiNode<RoomUI, Godot.Control, RoomUI_ActivePropBar>
  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.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBg
  312. /// </summary>
  313. public RoomUI_ActivePropBg L_ActivePropBg
  314. {
  315. get
  316. {
  317. if (_L_ActivePropBg == null) _L_ActivePropBg = new RoomUI_ActivePropBg(UiPanel, Instance.GetNodeOrNull<Godot.NinePatchRect>("ActivePropBg"));
  318. return _L_ActivePropBg;
  319. }
  320. }
  321. private RoomUI_ActivePropBg _L_ActivePropBg;
  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.TextureRect"/>, 节点路径: RoomUI.Control.ActivePropSprite
  325. /// </summary>
  326. public RoomUI_ActivePropSprite L_ActivePropSprite
  327. {
  328. get
  329. {
  330. if (_L_ActivePropSprite == null) _L_ActivePropSprite = new RoomUI_ActivePropSprite(UiPanel, Instance.GetNodeOrNull<Godot.TextureRect>("ActivePropSprite"));
  331. return _L_ActivePropSprite;
  332. }
  333. }
  334. private RoomUI_ActivePropSprite _L_ActivePropSprite;
  335.  
  336. /// <summary>
  337. /// 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
  338. /// </summary>
  339. public RoomUI_CooldownProgress L_CooldownProgress
  340. {
  341. get
  342. {
  343. if (_L_CooldownProgress == null) _L_CooldownProgress = new RoomUI_CooldownProgress(UiPanel, Instance.GetNodeOrNull<Godot.Sprite2D>("CooldownProgress"));
  344. return _L_CooldownProgress;
  345. }
  346. }
  347. private RoomUI_CooldownProgress _L_CooldownProgress;
  348.  
  349. /// <summary>
  350. /// 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
  351. /// </summary>
  352. public RoomUI_ActivePropCount L_ActivePropCount
  353. {
  354. get
  355. {
  356. if (_L_ActivePropCount == null) _L_ActivePropCount = new RoomUI_ActivePropCount(UiPanel, Instance.GetNodeOrNull<Godot.Label>("ActivePropCount"));
  357. return _L_ActivePropCount;
  358. }
  359. }
  360. private RoomUI_ActivePropCount _L_ActivePropCount;
  361.  
  362. /// <summary>
  363. /// 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
  364. /// </summary>
  365. public RoomUI_ActivePropPanel L_ActivePropPanel
  366. {
  367. get
  368. {
  369. if (_L_ActivePropPanel == null) _L_ActivePropPanel = new RoomUI_ActivePropPanel(UiPanel, Instance.GetNodeOrNull<Godot.NinePatchRect>("ActivePropPanel"));
  370. return _L_ActivePropPanel;
  371. }
  372. }
  373. private RoomUI_ActivePropPanel _L_ActivePropPanel;
  374.  
  375. /// <summary>
  376. /// 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
  377. /// </summary>
  378. public RoomUI_ChargeProgressBar L_ChargeProgressBar
  379. {
  380. get
  381. {
  382. if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new RoomUI_ChargeProgressBar(UiPanel, Instance.GetNodeOrNull<Godot.NinePatchRect>("ChargeProgressBar"));
  383. return _L_ChargeProgressBar;
  384. }
  385. }
  386. private RoomUI_ChargeProgressBar _L_ChargeProgressBar;
  387.  
  388. /// <summary>
  389. /// 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
  390. /// </summary>
  391. public RoomUI_ChargeProgress L_ChargeProgress
  392. {
  393. get
  394. {
  395. if (_L_ChargeProgress == null) _L_ChargeProgress = new RoomUI_ChargeProgress(UiPanel, Instance.GetNodeOrNull<Godot.Sprite2D>("ChargeProgress"));
  396. return _L_ChargeProgress;
  397. }
  398. }
  399. private RoomUI_ChargeProgress _L_ChargeProgress;
  400.  
  401. public RoomUI_ActivePropBar(RoomUI uiPanel, Godot.Control node) : base(uiPanel, node) { }
  402. public override RoomUI_ActivePropBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  403. }
  404.  
  405. /// <summary>
  406. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
  407. /// </summary>
  408. public class RoomUI_WeaponSprite : UiNode<RoomUI, Godot.TextureRect, RoomUI_WeaponSprite>
  409. {
  410. public RoomUI_WeaponSprite(RoomUI uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  411. public override RoomUI_WeaponSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  412. }
  413.  
  414. /// <summary>
  415. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel
  416. /// </summary>
  417. public class RoomUI_WeaponPanel : UiNode<RoomUI, Godot.NinePatchRect, RoomUI_WeaponPanel>
  418. {
  419. /// <summary>
  420. /// 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
  421. /// </summary>
  422. public RoomUI_WeaponSprite L_WeaponSprite
  423. {
  424. get
  425. {
  426. if (_L_WeaponSprite == null) _L_WeaponSprite = new RoomUI_WeaponSprite(UiPanel, Instance.GetNodeOrNull<Godot.TextureRect>("WeaponSprite"));
  427. return _L_WeaponSprite;
  428. }
  429. }
  430. private RoomUI_WeaponSprite _L_WeaponSprite;
  431.  
  432. public RoomUI_WeaponPanel(RoomUI uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  433. public override RoomUI_WeaponPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  434. }
  435.  
  436. /// <summary>
  437. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount
  438. /// </summary>
  439. public class RoomUI_AmmoCount : UiNode<RoomUI, Godot.Label, RoomUI_AmmoCount>
  440. {
  441. public RoomUI_AmmoCount(RoomUI uiPanel, Godot.Label node) : base(uiPanel, node) { }
  442. public override RoomUI_AmmoCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  443. }
  444.  
  445. /// <summary>
  446. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar
  447. /// </summary>
  448. public class RoomUI_WeaponBar : UiNode<RoomUI, Godot.Control, RoomUI_WeaponBar>
  449. {
  450. /// <summary>
  451. /// 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
  452. /// </summary>
  453. public RoomUI_WeaponPanel L_WeaponPanel
  454. {
  455. get
  456. {
  457. if (_L_WeaponPanel == null) _L_WeaponPanel = new RoomUI_WeaponPanel(UiPanel, Instance.GetNodeOrNull<Godot.NinePatchRect>("WeaponPanel"));
  458. return _L_WeaponPanel;
  459. }
  460. }
  461. private RoomUI_WeaponPanel _L_WeaponPanel;
  462.  
  463. /// <summary>
  464. /// 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
  465. /// </summary>
  466. public RoomUI_AmmoCount L_AmmoCount
  467. {
  468. get
  469. {
  470. if (_L_AmmoCount == null) _L_AmmoCount = new RoomUI_AmmoCount(UiPanel, Instance.GetNodeOrNull<Godot.Label>("AmmoCount"));
  471. return _L_AmmoCount;
  472. }
  473. }
  474. private RoomUI_AmmoCount _L_AmmoCount;
  475.  
  476. public RoomUI_WeaponBar(RoomUI uiPanel, Godot.Control node) : base(uiPanel, node) { }
  477. public override RoomUI_WeaponBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  478. }
  479.  
  480. /// <summary>
  481. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
  482. /// </summary>
  483. public class RoomUI_Control : UiNode<RoomUI, Godot.Control, RoomUI_Control>
  484. {
  485. /// <summary>
  486. /// 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.LifeBar
  487. /// </summary>
  488. public RoomUI_LifeBar L_LifeBar
  489. {
  490. get
  491. {
  492. if (_L_LifeBar == null) _L_LifeBar = new RoomUI_LifeBar(UiPanel, Instance.GetNodeOrNull<Godot.Control>("LifeBar"));
  493. return _L_LifeBar;
  494. }
  495. }
  496. private RoomUI_LifeBar _L_LifeBar;
  497.  
  498. /// <summary>
  499. /// 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.MapBar
  500. /// </summary>
  501. public RoomUI_MapBar L_MapBar
  502. {
  503. get
  504. {
  505. if (_L_MapBar == null) _L_MapBar = new RoomUI_MapBar(UiPanel, Instance.GetNodeOrNull<Godot.TextureRect>("MapBar"));
  506. return _L_MapBar;
  507. }
  508. }
  509. private RoomUI_MapBar _L_MapBar;
  510.  
  511. /// <summary>
  512. /// 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
  513. /// </summary>
  514. public RoomUI_ActivePropBar L_ActivePropBar
  515. {
  516. get
  517. {
  518. if (_L_ActivePropBar == null) _L_ActivePropBar = new RoomUI_ActivePropBar(UiPanel, Instance.GetNodeOrNull<Godot.Control>("ActivePropBar"));
  519. return _L_ActivePropBar;
  520. }
  521. }
  522. private RoomUI_ActivePropBar _L_ActivePropBar;
  523.  
  524. /// <summary>
  525. /// 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
  526. /// </summary>
  527. public RoomUI_WeaponBar L_WeaponBar
  528. {
  529. get
  530. {
  531. if (_L_WeaponBar == null) _L_WeaponBar = new RoomUI_WeaponBar(UiPanel, Instance.GetNodeOrNull<Godot.Control>("WeaponBar"));
  532. return _L_WeaponBar;
  533. }
  534. }
  535. private RoomUI_WeaponBar _L_WeaponBar;
  536.  
  537. public RoomUI_Control(RoomUI uiPanel, Godot.Control node) : base(uiPanel, node) { }
  538. public override RoomUI_Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  539. }
  540.  
  541.  
  542. /// <summary>
  543. /// 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
  544. /// </summary>
  545. public RoomUI_Icon S_Icon => L_InteractiveTipBar.L_Icon;
  546.  
  547. /// <summary>
  548. /// 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
  549. /// </summary>
  550. public RoomUI_InteractiveIcon S_InteractiveIcon => L_InteractiveTipBar.L_InteractiveIcon;
  551.  
  552. /// <summary>
  553. /// 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
  554. /// </summary>
  555. public RoomUI_Line2D S_Line2D => L_InteractiveTipBar.L_Line2D;
  556.  
  557. /// <summary>
  558. /// 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
  559. /// </summary>
  560. public RoomUI_NameLabel S_NameLabel => L_InteractiveTipBar.L_NameLabel;
  561.  
  562. /// <summary>
  563. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar
  564. /// </summary>
  565. public RoomUI_InteractiveTipBar S_InteractiveTipBar => L_InteractiveTipBar;
  566.  
  567. /// <summary>
  568. /// 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
  569. /// </summary>
  570. public RoomUI_Block S_Block => L_ReloadBar.L_Slot.L_Block;
  571.  
  572. /// <summary>
  573. /// 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
  574. /// </summary>
  575. public RoomUI_Slot S_Slot => L_ReloadBar.L_Slot;
  576.  
  577. /// <summary>
  578. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.ReloadBar
  579. /// </summary>
  580. public RoomUI_ReloadBar S_ReloadBar => L_ReloadBar;
  581.  
  582. /// <summary>
  583. /// 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
  584. /// </summary>
  585. public RoomUI_Life S_Life => L_Control.L_LifeBar.L_Life;
  586.  
  587. /// <summary>
  588. /// 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
  589. /// </summary>
  590. public RoomUI_LifeBar S_LifeBar => L_Control.L_LifeBar;
  591.  
  592. /// <summary>
  593. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.MapBar
  594. /// </summary>
  595. public RoomUI_MapBar S_MapBar => L_Control.L_MapBar;
  596.  
  597. /// <summary>
  598. /// 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
  599. /// </summary>
  600. public RoomUI_ActivePropBg S_ActivePropBg => L_Control.L_ActivePropBar.L_ActivePropBg;
  601.  
  602. /// <summary>
  603. /// 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
  604. /// </summary>
  605. public RoomUI_ActivePropSprite S_ActivePropSprite => L_Control.L_ActivePropBar.L_ActivePropSprite;
  606.  
  607. /// <summary>
  608. /// 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
  609. /// </summary>
  610. public RoomUI_CooldownProgress S_CooldownProgress => L_Control.L_ActivePropBar.L_CooldownProgress;
  611.  
  612. /// <summary>
  613. /// 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
  614. /// </summary>
  615. public RoomUI_ActivePropCount S_ActivePropCount => L_Control.L_ActivePropBar.L_ActivePropCount;
  616.  
  617. /// <summary>
  618. /// 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
  619. /// </summary>
  620. public RoomUI_ActivePropPanel S_ActivePropPanel => L_Control.L_ActivePropBar.L_ActivePropPanel;
  621.  
  622. /// <summary>
  623. /// 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
  624. /// </summary>
  625. public RoomUI_ChargeProgressBar S_ChargeProgressBar => L_Control.L_ActivePropBar.L_ChargeProgressBar;
  626.  
  627. /// <summary>
  628. /// 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
  629. /// </summary>
  630. public RoomUI_ChargeProgress S_ChargeProgress => L_Control.L_ActivePropBar.L_ChargeProgress;
  631.  
  632. /// <summary>
  633. /// 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
  634. /// </summary>
  635. public RoomUI_ActivePropBar S_ActivePropBar => L_Control.L_ActivePropBar;
  636.  
  637. /// <summary>
  638. /// 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
  639. /// </summary>
  640. public RoomUI_WeaponSprite S_WeaponSprite => L_Control.L_WeaponBar.L_WeaponPanel.L_WeaponSprite;
  641.  
  642. /// <summary>
  643. /// 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
  644. /// </summary>
  645. public RoomUI_WeaponPanel S_WeaponPanel => L_Control.L_WeaponBar.L_WeaponPanel;
  646.  
  647. /// <summary>
  648. /// 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
  649. /// </summary>
  650. public RoomUI_AmmoCount S_AmmoCount => L_Control.L_WeaponBar.L_AmmoCount;
  651.  
  652. /// <summary>
  653. /// 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
  654. /// </summary>
  655. public RoomUI_WeaponBar S_WeaponBar => L_Control.L_WeaponBar;
  656.  
  657. /// <summary>
  658. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control
  659. /// </summary>
  660. public RoomUI_Control S_Control => L_Control;
  661.  
  662. }