Newer
Older
DungeonShooting / DungeonShooting_Godot / src / game / ui / settlement / Settlement.cs
@lijincheng lijincheng on 11 Jul 2023 5 KB 调整生成Ui的代码
  1. namespace UI.Settlement;
  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 Settlement : 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.ColorRect"/>, 节点路径: Settlement.Bg
  10. /// </summary>
  11. public Settlement_Bg L_Bg
  12. {
  13. get
  14. {
  15. if (_L_Bg == null) _L_Bg = new Settlement_Bg(GetNodeOrNull<Godot.ColorRect>("Bg"));
  16. return _L_Bg;
  17. }
  18. }
  19. private Settlement_Bg _L_Bg;
  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.Label"/>, 节点路径: Settlement.Title
  23. /// </summary>
  24. public Settlement_Title L_Title
  25. {
  26. get
  27. {
  28. if (_L_Title == null) _L_Title = new Settlement_Title(GetNodeOrNull<Godot.Label>("Title"));
  29. return _L_Title;
  30. }
  31. }
  32. private Settlement_Title _L_Title;
  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.VBoxContainer"/>, 节点路径: Settlement.ButtonList
  36. /// </summary>
  37. public Settlement_ButtonList L_ButtonList
  38. {
  39. get
  40. {
  41. if (_L_ButtonList == null) _L_ButtonList = new Settlement_ButtonList(GetNodeOrNull<Godot.VBoxContainer>("ButtonList"));
  42. return _L_ButtonList;
  43. }
  44. }
  45. private Settlement_ButtonList _L_ButtonList;
  46.  
  47.  
  48. public Settlement() : base(nameof(Settlement))
  49. {
  50. }
  51.  
  52. /// <summary>
  53. /// 类型: <see cref="Godot.ColorRect"/>, 路径: Settlement.Bg
  54. /// </summary>
  55. public class Settlement_Bg : IUiNode<Godot.ColorRect, Settlement_Bg>
  56. {
  57. public Settlement_Bg(Godot.ColorRect node) : base(node) { }
  58. public override Settlement_Bg Clone() => new ((Godot.ColorRect)Instance.Duplicate());
  59. }
  60.  
  61. /// <summary>
  62. /// 类型: <see cref="Godot.Label"/>, 路径: Settlement.Title
  63. /// </summary>
  64. public class Settlement_Title : IUiNode<Godot.Label, Settlement_Title>
  65. {
  66. public Settlement_Title(Godot.Label node) : base(node) { }
  67. public override Settlement_Title Clone() => new ((Godot.Label)Instance.Duplicate());
  68. }
  69.  
  70. /// <summary>
  71. /// 类型: <see cref="Godot.Button"/>, 路径: Settlement.ButtonList.Restart
  72. /// </summary>
  73. public class Settlement_Restart : IUiNode<Godot.Button, Settlement_Restart>
  74. {
  75. public Settlement_Restart(Godot.Button node) : base(node) { }
  76. public override Settlement_Restart Clone() => new ((Godot.Button)Instance.Duplicate());
  77. }
  78.  
  79. /// <summary>
  80. /// 类型: <see cref="Godot.Button"/>, 路径: Settlement.ButtonList.ToMenu
  81. /// </summary>
  82. public class Settlement_ToMenu : IUiNode<Godot.Button, Settlement_ToMenu>
  83. {
  84. public Settlement_ToMenu(Godot.Button node) : base(node) { }
  85. public override Settlement_ToMenu Clone() => new ((Godot.Button)Instance.Duplicate());
  86. }
  87.  
  88. /// <summary>
  89. /// 类型: <see cref="Godot.VBoxContainer"/>, 路径: Settlement.ButtonList
  90. /// </summary>
  91. public class Settlement_ButtonList : IUiNode<Godot.VBoxContainer, Settlement_ButtonList>
  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.Button"/>, 节点路径: Settlement.Restart
  95. /// </summary>
  96. public Settlement_Restart L_Restart
  97. {
  98. get
  99. {
  100. if (_L_Restart == null) _L_Restart = new Settlement_Restart(Instance.GetNodeOrNull<Godot.Button>("Restart"));
  101. return _L_Restart;
  102. }
  103. }
  104. private Settlement_Restart _L_Restart;
  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.Button"/>, 节点路径: Settlement.ToMenu
  108. /// </summary>
  109. public Settlement_ToMenu L_ToMenu
  110. {
  111. get
  112. {
  113. if (_L_ToMenu == null) _L_ToMenu = new Settlement_ToMenu(Instance.GetNodeOrNull<Godot.Button>("ToMenu"));
  114. return _L_ToMenu;
  115. }
  116. }
  117. private Settlement_ToMenu _L_ToMenu;
  118.  
  119. public Settlement_ButtonList(Godot.VBoxContainer node) : base(node) { }
  120. public override Settlement_ButtonList Clone() => new ((Godot.VBoxContainer)Instance.Duplicate());
  121. }
  122.  
  123.  
  124. /// <summary>
  125. /// 场景中唯一名称的节点, 节点类型: <see cref="UI.Settlement.SettlementPanel"/>, 节点路径: Settlement.Bg
  126. /// </summary>
  127. public Settlement_Bg S_Bg => L_Bg;
  128.  
  129. /// <summary>
  130. /// 场景中唯一名称的节点, 节点类型: <see cref="UI.Settlement.SettlementPanel"/>, 节点路径: Settlement.Title
  131. /// </summary>
  132. public Settlement_Title S_Title => L_Title;
  133.  
  134. /// <summary>
  135. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: Settlement.ButtonList.Restart
  136. /// </summary>
  137. public Settlement_Restart S_Restart => L_ButtonList.L_Restart;
  138.  
  139. /// <summary>
  140. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: Settlement.ButtonList.ToMenu
  141. /// </summary>
  142. public Settlement_ToMenu S_ToMenu => L_ButtonList.L_ToMenu;
  143.  
  144. /// <summary>
  145. /// 场景中唯一名称的节点, 节点类型: <see cref="UI.Settlement.SettlementPanel"/>, 节点路径: Settlement.ButtonList
  146. /// </summary>
  147. public Settlement_ButtonList S_ButtonList => L_ButtonList;
  148.  
  149. }