namespace UI.RoomUI; /// <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 RoomUI : UiBase { /// <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: RoomUI.InteractiveTipBar /// </summary> public RoomUI_InteractiveTipBar L_InteractiveTipBar { get { if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new RoomUI_InteractiveTipBar(GetNodeOrNull<Godot.Control>("InteractiveTipBar")); return _L_InteractiveTipBar; } } private RoomUI_InteractiveTipBar _L_InteractiveTipBar; /// <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: RoomUI.ReloadBar /// </summary> public RoomUI_ReloadBar L_ReloadBar { get { if (_L_ReloadBar == null) _L_ReloadBar = new RoomUI_ReloadBar(GetNodeOrNull<Godot.Control>("ReloadBar")); return _L_ReloadBar; } } private RoomUI_ReloadBar _L_ReloadBar; /// <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: RoomUI.Control /// </summary> public RoomUI_Control L_Control { get { if (_L_Control == null) _L_Control = new RoomUI_Control(GetNodeOrNull<Godot.Control>("Control")); return _L_Control; } } private RoomUI_Control _L_Control; public RoomUI() : base(nameof(RoomUI)) { } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon /// </summary> public class RoomUI_Icon : IUiNode<Godot.TextureRect, RoomUI_Icon> { public RoomUI_Icon(Godot.TextureRect node) : base(node) { } public override RoomUI_Icon Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon /// </summary> public class RoomUI_InteractiveIcon : IUiNode<Godot.TextureRect, RoomUI_InteractiveIcon> { public RoomUI_InteractiveIcon(Godot.TextureRect node) : base(node) { } public override RoomUI_InteractiveIcon Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D /// </summary> public class RoomUI_Line2D : IUiNode<Godot.Line2D, RoomUI_Line2D> { public RoomUI_Line2D(Godot.Line2D node) : base(node) { } public override RoomUI_Line2D Clone() => new ((Godot.Line2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel /// </summary> public class RoomUI_NameLabel : IUiNode<Godot.Label, RoomUI_NameLabel> { public RoomUI_NameLabel(Godot.Label node) : base(node) { } public override RoomUI_NameLabel Clone() => new ((Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar /// </summary> public class RoomUI_InteractiveTipBar : IUiNode<Godot.Control, RoomUI_InteractiveTipBar> { /// <summary> /// 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 /// </summary> public RoomUI_Icon L_Icon { get { if (_L_Icon == null) _L_Icon = new RoomUI_Icon(Instance.GetNodeOrNull<Godot.TextureRect>("Icon")); return _L_Icon; } } private RoomUI_Icon _L_Icon; /// <summary> /// 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 /// </summary> public RoomUI_InteractiveIcon L_InteractiveIcon { get { if (_L_InteractiveIcon == null) _L_InteractiveIcon = new RoomUI_InteractiveIcon(Instance.GetNodeOrNull<Godot.TextureRect>("InteractiveIcon")); return _L_InteractiveIcon; } } private RoomUI_InteractiveIcon _L_InteractiveIcon; /// <summary> /// 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 /// </summary> public RoomUI_Line2D L_Line2D { get { if (_L_Line2D == null) _L_Line2D = new RoomUI_Line2D(Instance.GetNodeOrNull<Godot.Line2D>("Line2D")); return _L_Line2D; } } private RoomUI_Line2D _L_Line2D; /// <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: RoomUI.NameLabel /// </summary> public RoomUI_NameLabel L_NameLabel { get { if (_L_NameLabel == null) _L_NameLabel = new RoomUI_NameLabel(Instance.GetNodeOrNull<Godot.Label>("NameLabel")); return _L_NameLabel; } } private RoomUI_NameLabel _L_NameLabel; public RoomUI_InteractiveTipBar(Godot.Control node) : base(node) { } public override RoomUI_InteractiveTipBar Clone() => new ((Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block /// </summary> public class RoomUI_Block : IUiNode<Godot.Sprite2D, RoomUI_Block> { public RoomUI_Block(Godot.Sprite2D node) : base(node) { } public override RoomUI_Block Clone() => new ((Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot /// </summary> public class RoomUI_Slot : IUiNode<Godot.TextureRect, RoomUI_Slot> { /// <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: RoomUI.ReloadBar.Block /// </summary> public RoomUI_Block L_Block { get { if (_L_Block == null) _L_Block = new RoomUI_Block(Instance.GetNodeOrNull<Godot.Sprite2D>("Block")); return _L_Block; } } private RoomUI_Block _L_Block; public RoomUI_Slot(Godot.TextureRect node) : base(node) { } public override RoomUI_Slot Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar /// </summary> public class RoomUI_ReloadBar : IUiNode<Godot.Control, RoomUI_ReloadBar> { /// <summary> /// 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 /// </summary> public RoomUI_Slot L_Slot { get { if (_L_Slot == null) _L_Slot = new RoomUI_Slot(Instance.GetNodeOrNull<Godot.TextureRect>("Slot")); return _L_Slot; } } private RoomUI_Slot _L_Slot; public RoomUI_ReloadBar(Godot.Control node) : base(node) { } public override RoomUI_ReloadBar Clone() => new ((Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life /// </summary> public class RoomUI_Life : IUiNode<Godot.TextureRect, RoomUI_Life> { public RoomUI_Life(Godot.TextureRect node) : base(node) { } public override RoomUI_Life Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar /// </summary> public class RoomUI_LifeBar : IUiNode<Godot.Control, RoomUI_LifeBar> { /// <summary> /// 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 /// </summary> public RoomUI_Life L_Life { get { if (_L_Life == null) _L_Life = new RoomUI_Life(Instance.GetNodeOrNull<Godot.TextureRect>("Life")); return _L_Life; } } private RoomUI_Life _L_Life; public RoomUI_LifeBar(Godot.Control node) : base(node) { } public override RoomUI_LifeBar Clone() => new ((Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.MapBar /// </summary> public class RoomUI_MapBar : IUiNode<Godot.TextureRect, RoomUI_MapBar> { public RoomUI_MapBar(Godot.TextureRect node) : base(node) { } public override RoomUI_MapBar Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg /// </summary> public class RoomUI_ActivePropBg : IUiNode<Godot.NinePatchRect, RoomUI_ActivePropBg> { public RoomUI_ActivePropBg(Godot.NinePatchRect node) : base(node) { } public override RoomUI_ActivePropBg Clone() => new ((Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite /// </summary> public class RoomUI_ActivePropSprite : IUiNode<Godot.TextureRect, RoomUI_ActivePropSprite> { public RoomUI_ActivePropSprite(Godot.TextureRect node) : base(node) { } public override RoomUI_ActivePropSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress /// </summary> public class RoomUI_CooldownProgress : IUiNode<Godot.Sprite2D, RoomUI_CooldownProgress> { public RoomUI_CooldownProgress(Godot.Sprite2D node) : base(node) { } public override RoomUI_CooldownProgress Clone() => new ((Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount /// </summary> public class RoomUI_ActivePropCount : IUiNode<Godot.Label, RoomUI_ActivePropCount> { public RoomUI_ActivePropCount(Godot.Label node) : base(node) { } public override RoomUI_ActivePropCount Clone() => new ((Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel /// </summary> public class RoomUI_ActivePropPanel : IUiNode<Godot.NinePatchRect, RoomUI_ActivePropPanel> { public RoomUI_ActivePropPanel(Godot.NinePatchRect node) : base(node) { } public override RoomUI_ActivePropPanel Clone() => new ((Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar /// </summary> public class RoomUI_ChargeProgressBar : IUiNode<Godot.NinePatchRect, RoomUI_ChargeProgressBar> { public RoomUI_ChargeProgressBar(Godot.NinePatchRect node) : base(node) { } public override RoomUI_ChargeProgressBar Clone() => new ((Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress /// </summary> public class RoomUI_ChargeProgress : IUiNode<Godot.Sprite2D, RoomUI_ChargeProgress> { public RoomUI_ChargeProgress(Godot.Sprite2D node) : base(node) { } public override RoomUI_ChargeProgress Clone() => new ((Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar /// </summary> public class RoomUI_ActivePropBar : IUiNode<Godot.Control, RoomUI_ActivePropBar> { /// <summary> /// 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 /// </summary> public RoomUI_ActivePropBg L_ActivePropBg { get { if (_L_ActivePropBg == null) _L_ActivePropBg = new RoomUI_ActivePropBg(Instance.GetNodeOrNull<Godot.NinePatchRect>("ActivePropBg")); return _L_ActivePropBg; } } private RoomUI_ActivePropBg _L_ActivePropBg; /// <summary> /// 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 /// </summary> public RoomUI_ActivePropSprite L_ActivePropSprite { get { if (_L_ActivePropSprite == null) _L_ActivePropSprite = new RoomUI_ActivePropSprite(Instance.GetNodeOrNull<Godot.TextureRect>("ActivePropSprite")); return _L_ActivePropSprite; } } private RoomUI_ActivePropSprite _L_ActivePropSprite; /// <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: RoomUI.Control.CooldownProgress /// </summary> public RoomUI_CooldownProgress L_CooldownProgress { get { if (_L_CooldownProgress == null) _L_CooldownProgress = new RoomUI_CooldownProgress(Instance.GetNodeOrNull<Godot.Sprite2D>("CooldownProgress")); return _L_CooldownProgress; } } private RoomUI_CooldownProgress _L_CooldownProgress; /// <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: RoomUI.Control.ActivePropCount /// </summary> public RoomUI_ActivePropCount L_ActivePropCount { get { if (_L_ActivePropCount == null) _L_ActivePropCount = new RoomUI_ActivePropCount(Instance.GetNodeOrNull<Godot.Label>("ActivePropCount")); return _L_ActivePropCount; } } private RoomUI_ActivePropCount _L_ActivePropCount; /// <summary> /// 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 /// </summary> public RoomUI_ActivePropPanel L_ActivePropPanel { get { if (_L_ActivePropPanel == null) _L_ActivePropPanel = new RoomUI_ActivePropPanel(Instance.GetNodeOrNull<Godot.NinePatchRect>("ActivePropPanel")); return _L_ActivePropPanel; } } private RoomUI_ActivePropPanel _L_ActivePropPanel; /// <summary> /// 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 /// </summary> public RoomUI_ChargeProgressBar L_ChargeProgressBar { get { if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new RoomUI_ChargeProgressBar(Instance.GetNodeOrNull<Godot.NinePatchRect>("ChargeProgressBar")); return _L_ChargeProgressBar; } } private RoomUI_ChargeProgressBar _L_ChargeProgressBar; /// <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: RoomUI.Control.ChargeProgress /// </summary> public RoomUI_ChargeProgress L_ChargeProgress { get { if (_L_ChargeProgress == null) _L_ChargeProgress = new RoomUI_ChargeProgress(Instance.GetNodeOrNull<Godot.Sprite2D>("ChargeProgress")); return _L_ChargeProgress; } } private RoomUI_ChargeProgress _L_ChargeProgress; public RoomUI_ActivePropBar(Godot.Control node) : base(node) { } public override RoomUI_ActivePropBar Clone() => new ((Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite /// </summary> public class RoomUI_WeaponSprite : IUiNode<Godot.TextureRect, RoomUI_WeaponSprite> { public RoomUI_WeaponSprite(Godot.TextureRect node) : base(node) { } public override RoomUI_WeaponSprite Clone() => new ((Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel /// </summary> public class RoomUI_WeaponPanel : IUiNode<Godot.NinePatchRect, RoomUI_WeaponPanel> { /// <summary> /// 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 /// </summary> public RoomUI_WeaponSprite L_WeaponSprite { get { if (_L_WeaponSprite == null) _L_WeaponSprite = new RoomUI_WeaponSprite(Instance.GetNodeOrNull<Godot.TextureRect>("WeaponSprite")); return _L_WeaponSprite; } } private RoomUI_WeaponSprite _L_WeaponSprite; public RoomUI_WeaponPanel(Godot.NinePatchRect node) : base(node) { } public override RoomUI_WeaponPanel Clone() => new ((Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount /// </summary> public class RoomUI_AmmoCount : IUiNode<Godot.Label, RoomUI_AmmoCount> { public RoomUI_AmmoCount(Godot.Label node) : base(node) { } public override RoomUI_AmmoCount Clone() => new ((Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar /// </summary> public class RoomUI_WeaponBar : IUiNode<Godot.Control, RoomUI_WeaponBar> { /// <summary> /// 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 /// </summary> public RoomUI_WeaponPanel L_WeaponPanel { get { if (_L_WeaponPanel == null) _L_WeaponPanel = new RoomUI_WeaponPanel(Instance.GetNodeOrNull<Godot.NinePatchRect>("WeaponPanel")); return _L_WeaponPanel; } } private RoomUI_WeaponPanel _L_WeaponPanel; /// <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: RoomUI.Control.AmmoCount /// </summary> public RoomUI_AmmoCount L_AmmoCount { get { if (_L_AmmoCount == null) _L_AmmoCount = new RoomUI_AmmoCount(Instance.GetNodeOrNull<Godot.Label>("AmmoCount")); return _L_AmmoCount; } } private RoomUI_AmmoCount _L_AmmoCount; public RoomUI_WeaponBar(Godot.Control node) : base(node) { } public override RoomUI_WeaponBar Clone() => new ((Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control /// </summary> public class RoomUI_Control : IUiNode<Godot.Control, RoomUI_Control> { /// <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: RoomUI.LifeBar /// </summary> public RoomUI_LifeBar L_LifeBar { get { if (_L_LifeBar == null) _L_LifeBar = new RoomUI_LifeBar(Instance.GetNodeOrNull<Godot.Control>("LifeBar")); return _L_LifeBar; } } private RoomUI_LifeBar _L_LifeBar; /// <summary> /// 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 /// </summary> public RoomUI_MapBar L_MapBar { get { if (_L_MapBar == null) _L_MapBar = new RoomUI_MapBar(Instance.GetNodeOrNull<Godot.TextureRect>("MapBar")); return _L_MapBar; } } private RoomUI_MapBar _L_MapBar; /// <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: RoomUI.ActivePropBar /// </summary> public RoomUI_ActivePropBar L_ActivePropBar { get { if (_L_ActivePropBar == null) _L_ActivePropBar = new RoomUI_ActivePropBar(Instance.GetNodeOrNull<Godot.Control>("ActivePropBar")); return _L_ActivePropBar; } } private RoomUI_ActivePropBar _L_ActivePropBar; /// <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: RoomUI.WeaponBar /// </summary> public RoomUI_WeaponBar L_WeaponBar { get { if (_L_WeaponBar == null) _L_WeaponBar = new RoomUI_WeaponBar(Instance.GetNodeOrNull<Godot.Control>("WeaponBar")); return _L_WeaponBar; } } private RoomUI_WeaponBar _L_WeaponBar; public RoomUI_Control(Godot.Control node) : base(node) { } public override RoomUI_Control Clone() => new ((Godot.Control)Instance.Duplicate()); } /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar.Icon /// </summary> public RoomUI_Icon S_Icon => L_InteractiveTipBar.L_Icon; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar.InteractiveIcon /// </summary> public RoomUI_InteractiveIcon S_InteractiveIcon => L_InteractiveTipBar.L_InteractiveIcon; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar.Line2D /// </summary> public RoomUI_Line2D S_Line2D => L_InteractiveTipBar.L_Line2D; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar.NameLabel /// </summary> public RoomUI_NameLabel S_NameLabel => L_InteractiveTipBar.L_NameLabel; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="UI.RoomUI.RoomUIPanel"/>, 节点路径: RoomUI.InteractiveTipBar /// </summary> public RoomUI_InteractiveTipBar S_InteractiveTipBar => L_InteractiveTipBar; /// <summary> /// 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.Block /// </summary> public RoomUI_Block S_Block => L_ReloadBar.L_Slot.L_Block; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.ReloadBar.Slot /// </summary> public RoomUI_Slot S_Slot => L_ReloadBar.L_Slot; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="UI.RoomUI.RoomUIPanel"/>, 节点路径: RoomUI.ReloadBar /// </summary> public RoomUI_ReloadBar S_ReloadBar => L_ReloadBar; /// <summary> /// 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 /// </summary> public RoomUI_Life S_Life => L_Control.L_LifeBar.L_Life; /// <summary> /// 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 /// </summary> public RoomUI_LifeBar S_LifeBar => L_Control.L_LifeBar; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.MapBar /// </summary> public RoomUI_MapBar S_MapBar => L_Control.L_MapBar; /// <summary> /// 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.ActivePropBg /// </summary> public RoomUI_ActivePropBg S_ActivePropBg => L_Control.L_ActivePropBar.L_ActivePropBg; /// <summary> /// 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.ActivePropSprite /// </summary> public RoomUI_ActivePropSprite S_ActivePropSprite => L_Control.L_ActivePropBar.L_ActivePropSprite; /// <summary> /// 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.CooldownProgress /// </summary> public RoomUI_CooldownProgress S_CooldownProgress => L_Control.L_ActivePropBar.L_CooldownProgress; /// <summary> /// 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.ActivePropCount /// </summary> public RoomUI_ActivePropCount S_ActivePropCount => L_Control.L_ActivePropBar.L_ActivePropCount; /// <summary> /// 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.ActivePropPanel /// </summary> public RoomUI_ActivePropPanel S_ActivePropPanel => L_Control.L_ActivePropBar.L_ActivePropPanel; /// <summary> /// 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.ChargeProgressBar /// </summary> public RoomUI_ChargeProgressBar S_ChargeProgressBar => L_Control.L_ActivePropBar.L_ChargeProgressBar; /// <summary> /// 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.ChargeProgress /// </summary> public RoomUI_ChargeProgress S_ChargeProgress => L_Control.L_ActivePropBar.L_ChargeProgress; /// <summary> /// 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 /// </summary> public RoomUI_ActivePropBar S_ActivePropBar => L_Control.L_ActivePropBar; /// <summary> /// 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.WeaponSprite /// </summary> public RoomUI_WeaponSprite S_WeaponSprite => L_Control.L_WeaponBar.L_WeaponPanel.L_WeaponSprite; /// <summary> /// 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.WeaponPanel /// </summary> public RoomUI_WeaponPanel S_WeaponPanel => L_Control.L_WeaponBar.L_WeaponPanel; /// <summary> /// 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.AmmoCount /// </summary> public RoomUI_AmmoCount S_AmmoCount => L_Control.L_WeaponBar.L_AmmoCount; /// <summary> /// 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 /// </summary> public RoomUI_WeaponBar S_WeaponBar => L_Control.L_WeaponBar; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="UI.RoomUI.RoomUIPanel"/>, 节点路径: RoomUI.Control /// </summary> public RoomUI_Control S_Control => L_Control; }