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 InteractiveTipBar L_InteractiveTipBar { get { if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new InteractiveTipBar((RoomUIPanel)this, GetNode<Godot.Control>("InteractiveTipBar")); return _L_InteractiveTipBar; } } private 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 ReloadBar L_ReloadBar { get { if (_L_ReloadBar == null) _L_ReloadBar = new ReloadBar((RoomUIPanel)this, GetNode<Godot.Control>("ReloadBar")); return _L_ReloadBar; } } private 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 Control L_Control { get { if (_L_Control == null) _L_Control = new Control((RoomUIPanel)this, GetNode<Godot.Control>("Control")); return _L_Control; } } private Control _L_Control; /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="UI.WeaponRoulette.WeaponRoulettePanel"/>, 节点路径: RoomUI.WeaponRoulette /// </summary> public WeaponRoulette L_WeaponRoulette { get { if (_L_WeaponRoulette == null) _L_WeaponRoulette = new WeaponRoulette((RoomUIPanel)this, GetNode<UI.WeaponRoulette.WeaponRoulettePanel>("WeaponRoulette")); return _L_WeaponRoulette; } } private WeaponRoulette _L_WeaponRoulette; /// <summary> /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 节点路径: RoomUI.RoomMap /// </summary> public RoomMap L_RoomMap { get { if (_L_RoomMap == null) _L_RoomMap = new RoomMap((RoomUIPanel)this, GetNode<UI.RoomMap.RoomMapPanel>("RoomMap")); return _L_RoomMap; } } private RoomMap _L_RoomMap; /// <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: RoomUI.Mask /// </summary> public Mask L_Mask { get { if (_L_Mask == null) _L_Mask = new Mask((RoomUIPanel)this, GetNode<Godot.ColorRect>("Mask")); return _L_Mask; } } private Mask _L_Mask; public RoomUI() : base(nameof(RoomUI)) { } public sealed override void OnInitNestedUi() { var inst1 = this; RecordNestedUi(inst1.L_WeaponRoulette.Instance, null, UiManager.RecordType.Open); inst1.L_WeaponRoulette.Instance.OnCreateUi(); inst1.L_WeaponRoulette.Instance.OnInitNestedUi(); var inst2 = this; RecordNestedUi(inst2.L_RoomMap.Instance, null, UiManager.RecordType.Open); inst2.L_RoomMap.Instance.OnCreateUi(); inst2.L_RoomMap.Instance.OnInitNestedUi(); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon /// </summary> public class Icon : UiNode<RoomUIPanel, Godot.TextureRect, Icon> { public Icon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { } public override Icon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon /// </summary> public class InteractiveIcon : UiNode<RoomUIPanel, Godot.TextureRect, InteractiveIcon> { public InteractiveIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { } public override InteractiveIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D /// </summary> public class Line2D : UiNode<RoomUIPanel, Godot.Line2D, Line2D> { public Line2D(RoomUIPanel uiPanel, Godot.Line2D node) : base(uiPanel, node) { } public override Line2D Clone() => new (UiPanel, (Godot.Line2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel /// </summary> public class NameLabel : UiNode<RoomUIPanel, Godot.Label, NameLabel> { public NameLabel(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } public override NameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar /// </summary> public class InteractiveTipBar : UiNode<RoomUIPanel, Godot.Control, 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 Icon L_Icon { get { if (_L_Icon == null) _L_Icon = new Icon(UiPanel, Instance.GetNode<Godot.TextureRect>("Icon")); return _L_Icon; } } private 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 InteractiveIcon L_InteractiveIcon { get { if (_L_InteractiveIcon == null) _L_InteractiveIcon = new InteractiveIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("InteractiveIcon")); return _L_InteractiveIcon; } } private 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 Line2D L_Line2D { get { if (_L_Line2D == null) _L_Line2D = new Line2D(UiPanel, Instance.GetNode<Godot.Line2D>("Line2D")); return _L_Line2D; } } private 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 NameLabel L_NameLabel { get { if (_L_NameLabel == null) _L_NameLabel = new NameLabel(UiPanel, Instance.GetNode<Godot.Label>("NameLabel")); return _L_NameLabel; } } private NameLabel _L_NameLabel; public InteractiveTipBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override InteractiveTipBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block /// </summary> public class Block : UiNode<RoomUIPanel, Godot.Sprite2D, Block> { public Block(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } public override Block Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot /// </summary> public class Slot : UiNode<RoomUIPanel, Godot.TextureRect, 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 Block L_Block { get { if (_L_Block == null) _L_Block = new Block(UiPanel, Instance.GetNode<Godot.Sprite2D>("Block")); return _L_Block; } } private Block _L_Block; public Slot(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { } public override Slot Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar /// </summary> public class ReloadBar : UiNode<RoomUIPanel, Godot.Control, 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 Slot L_Slot { get { if (_L_Slot == null) _L_Slot = new Slot(UiPanel, Instance.GetNode<Godot.TextureRect>("Slot")); return _L_Slot; } } private Slot _L_Slot; public ReloadBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override ReloadBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life.LifeIcon /// </summary> public class LifeIcon : UiNode<RoomUIPanel, Godot.TextureRect, LifeIcon> { public LifeIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { } public override LifeIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar.Life /// </summary> public class Life : UiNode<RoomUIPanel, Godot.Control, Life> { /// <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.LifeBar.LifeIcon /// </summary> public LifeIcon L_LifeIcon { get { if (_L_LifeIcon == null) _L_LifeIcon = new LifeIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("LifeIcon")); return _L_LifeIcon; } } private LifeIcon _L_LifeIcon; public Life(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override Life Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Gold.GoldIcon /// </summary> public class GoldIcon : UiNode<RoomUIPanel, Godot.TextureRect, GoldIcon> { public GoldIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { } public override GoldIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.LifeBar.Gold.GoldText /// </summary> public class GoldText : UiNode<RoomUIPanel, Godot.Label, GoldText> { public GoldText(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } public override GoldText Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar.Gold /// </summary> public class Gold : UiNode<RoomUIPanel, Godot.Control, Gold> { /// <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.LifeBar.GoldIcon /// </summary> public GoldIcon L_GoldIcon { get { if (_L_GoldIcon == null) _L_GoldIcon = new GoldIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("GoldIcon")); return _L_GoldIcon; } } private GoldIcon _L_GoldIcon; /// <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.LifeBar.GoldText /// </summary> public GoldText L_GoldText { get { if (_L_GoldText == null) _L_GoldText = new GoldText(UiPanel, Instance.GetNode<Godot.Label>("GoldText")); return _L_GoldText; } } private GoldText _L_GoldText; public Gold(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override Gold Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.VBoxContainer"/>, 路径: RoomUI.Control.LifeBar /// </summary> public class LifeBar : UiNode<RoomUIPanel, Godot.VBoxContainer, LifeBar> { /// <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.Life /// </summary> public Life L_Life { get { if (_L_Life == null) _L_Life = new Life(UiPanel, Instance.GetNode<Godot.Control>("Life")); return _L_Life; } } private Life _L_Life; /// <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.Gold /// </summary> public Gold L_Gold { get { if (_L_Gold == null) _L_Gold = new Gold(UiPanel, Instance.GetNode<Godot.Control>("Gold")); return _L_Gold; } } private Gold _L_Gold; public LifeBar(RoomUIPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { } public override LifeBar Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg /// </summary> public class ActivePropBg : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropBg> { public ActivePropBg(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { } public override ActivePropBg Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite /// </summary> public class ActivePropSprite : UiNode<RoomUIPanel, Godot.TextureRect, ActivePropSprite> { public ActivePropSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { } public override ActivePropSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress /// </summary> public class CooldownProgress : UiNode<RoomUIPanel, Godot.Sprite2D, CooldownProgress> { public CooldownProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } public override CooldownProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount /// </summary> public class ActivePropCount : UiNode<RoomUIPanel, Godot.Label, ActivePropCount> { public ActivePropCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } public override ActivePropCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel /// </summary> public class ActivePropPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropPanel> { public ActivePropPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { } public override ActivePropPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar /// </summary> public class ChargeProgressBar : UiNode<RoomUIPanel, Godot.NinePatchRect, ChargeProgressBar> { public ChargeProgressBar(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { } public override ChargeProgressBar Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress /// </summary> public class ChargeProgress : UiNode<RoomUIPanel, Godot.Sprite2D, ChargeProgress> { public ChargeProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } public override ChargeProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar /// </summary> public class ActivePropBar : UiNode<RoomUIPanel, Godot.Control, 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 ActivePropBg L_ActivePropBg { get { if (_L_ActivePropBg == null) _L_ActivePropBg = new ActivePropBg(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropBg")); return _L_ActivePropBg; } } private 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 ActivePropSprite L_ActivePropSprite { get { if (_L_ActivePropSprite == null) _L_ActivePropSprite = new ActivePropSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("ActivePropSprite")); return _L_ActivePropSprite; } } private 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 CooldownProgress L_CooldownProgress { get { if (_L_CooldownProgress == null) _L_CooldownProgress = new CooldownProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("CooldownProgress")); return _L_CooldownProgress; } } private 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 ActivePropCount L_ActivePropCount { get { if (_L_ActivePropCount == null) _L_ActivePropCount = new ActivePropCount(UiPanel, Instance.GetNode<Godot.Label>("ActivePropCount")); return _L_ActivePropCount; } } private 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 ActivePropPanel L_ActivePropPanel { get { if (_L_ActivePropPanel == null) _L_ActivePropPanel = new ActivePropPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropPanel")); return _L_ActivePropPanel; } } private 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 ChargeProgressBar L_ChargeProgressBar { get { if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new ChargeProgressBar(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ChargeProgressBar")); return _L_ChargeProgressBar; } } private 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 ChargeProgress L_ChargeProgress { get { if (_L_ChargeProgress == null) _L_ChargeProgress = new ChargeProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("ChargeProgress")); return _L_ChargeProgress; } } private ChargeProgress _L_ChargeProgress; public ActivePropBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override ActivePropBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite /// </summary> public class WeaponSprite : UiNode<RoomUIPanel, Godot.TextureRect, WeaponSprite> { public WeaponSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { } public override WeaponSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel /// </summary> public class WeaponPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, 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 WeaponSprite L_WeaponSprite { get { if (_L_WeaponSprite == null) _L_WeaponSprite = new WeaponSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("WeaponSprite")); return _L_WeaponSprite; } } private WeaponSprite _L_WeaponSprite; public WeaponPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { } public override WeaponPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount /// </summary> public class AmmoCount : UiNode<RoomUIPanel, Godot.Label, AmmoCount> { public AmmoCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } public override AmmoCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar /// </summary> public class WeaponBar : UiNode<RoomUIPanel, Godot.Control, 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 WeaponPanel L_WeaponPanel { get { if (_L_WeaponPanel == null) _L_WeaponPanel = new WeaponPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("WeaponPanel")); return _L_WeaponPanel; } } private 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 AmmoCount L_AmmoCount { get { if (_L_AmmoCount == null) _L_AmmoCount = new AmmoCount(UiPanel, Instance.GetNode<Godot.Label>("AmmoCount")); return _L_AmmoCount; } } private AmmoCount _L_AmmoCount; public WeaponBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override WeaponBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control /// </summary> public class Control : UiNode<RoomUIPanel, Godot.Control, Control> { /// <summary> /// 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: RoomUI.LifeBar /// </summary> public LifeBar L_LifeBar { get { if (_L_LifeBar == null) _L_LifeBar = new LifeBar(UiPanel, Instance.GetNode<Godot.VBoxContainer>("LifeBar")); return _L_LifeBar; } } private 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.Control"/>, 节点路径: RoomUI.ActivePropBar /// </summary> public ActivePropBar L_ActivePropBar { get { if (_L_ActivePropBar == null) _L_ActivePropBar = new ActivePropBar(UiPanel, Instance.GetNode<Godot.Control>("ActivePropBar")); return _L_ActivePropBar; } } private 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 WeaponBar L_WeaponBar { get { if (_L_WeaponBar == null) _L_WeaponBar = new WeaponBar(UiPanel, Instance.GetNode<Godot.Control>("WeaponBar")); return _L_WeaponBar; } } private WeaponBar _L_WeaponBar; public Control(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { } public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); } /// <summary> /// 类型: <see cref="UI.WeaponRoulette.WeaponRoulettePanel"/>, 路径: RoomUI.WeaponRoulette /// </summary> public class WeaponRoulette : UiNode<RoomUIPanel, UI.WeaponRoulette.WeaponRoulettePanel, WeaponRoulette> { public WeaponRoulette(RoomUIPanel uiPanel, UI.WeaponRoulette.WeaponRoulettePanel node) : base(uiPanel, node) { } public override WeaponRoulette Clone() { var uiNode = new WeaponRoulette(UiPanel, (UI.WeaponRoulette.WeaponRoulettePanel)Instance.Duplicate()); UiPanel.RecordNestedUi(uiNode.Instance, this, UiManager.RecordType.Open); uiNode.Instance.OnCreateUi(); uiNode.Instance.OnInitNestedUi(); return uiNode; } } /// <summary> /// 类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 路径: RoomUI.RoomMap /// </summary> public class RoomMap : UiNode<RoomUIPanel, UI.RoomMap.RoomMapPanel, RoomMap> { public RoomMap(RoomUIPanel uiPanel, UI.RoomMap.RoomMapPanel node) : base(uiPanel, node) { } public override RoomMap Clone() { var uiNode = new RoomMap(UiPanel, (UI.RoomMap.RoomMapPanel)Instance.Duplicate()); UiPanel.RecordNestedUi(uiNode.Instance, this, UiManager.RecordType.Open); uiNode.Instance.OnCreateUi(); uiNode.Instance.OnInitNestedUi(); return uiNode; } } /// <summary> /// 类型: <see cref="Godot.ColorRect"/>, 路径: RoomUI.Mask /// </summary> public class Mask : UiNode<RoomUIPanel, Godot.ColorRect, Mask> { public Mask(RoomUIPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { } public override Mask Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate()); } /// <summary> /// 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 /// </summary> public 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.TextureRect"/>, 节点路径: RoomUI.InteractiveTipBar.InteractiveIcon /// </summary> public 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.Line2D"/>, 节点路径: RoomUI.InteractiveTipBar.Line2D /// </summary> public 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.Label"/>, 节点路径: RoomUI.InteractiveTipBar.NameLabel /// </summary> public NameLabel S_NameLabel => L_InteractiveTipBar.L_NameLabel; /// <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 /// </summary> public InteractiveTipBar S_InteractiveTipBar => L_InteractiveTipBar; /// <summary> /// 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 /// </summary> public 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.TextureRect"/>, 节点路径: RoomUI.ReloadBar.Slot /// </summary> public Slot S_Slot => L_ReloadBar.L_Slot; /// <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 /// </summary> public ReloadBar S_ReloadBar => L_ReloadBar; /// <summary> /// 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.LifeIcon /// </summary> public LifeIcon S_LifeIcon => L_Control.L_LifeBar.L_Life.L_LifeIcon; /// <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 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.TextureRect"/>, 节点路径: RoomUI.Control.LifeBar.Gold.GoldIcon /// </summary> public GoldIcon S_GoldIcon => L_Control.L_LifeBar.L_Gold.L_GoldIcon; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.LifeBar.Gold.GoldText /// </summary> public GoldText S_GoldText => L_Control.L_LifeBar.L_Gold.L_GoldText; /// <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.Gold /// </summary> public Gold S_Gold => L_Control.L_LifeBar.L_Gold; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: RoomUI.Control.LifeBar /// </summary> public 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.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropBg /// </summary> public 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.TextureRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropSprite /// </summary> public 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.Sprite2D"/>, 节点路径: RoomUI.Control.ActivePropBar.CooldownProgress /// </summary> public 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.Label"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropCount /// </summary> public 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.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropPanel /// </summary> public 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.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ChargeProgressBar /// </summary> public 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.Sprite2D"/>, 节点路径: RoomUI.Control.ActivePropBar.ChargeProgress /// </summary> public 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 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.TextureRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite /// </summary> public 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.NinePatchRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponPanel /// </summary> public 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.Label"/>, 节点路径: RoomUI.Control.WeaponBar.AmmoCount /// </summary> public 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 WeaponBar S_WeaponBar => L_Control.L_WeaponBar; /// <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 /// </summary> public Control S_Control => L_Control; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="UI.WeaponRoulette.WeaponRoulettePanel"/>, 节点路径: RoomUI.WeaponRoulette /// </summary> public WeaponRoulette S_WeaponRoulette => L_WeaponRoulette; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 节点路径: RoomUI.RoomMap /// </summary> public RoomMap S_RoomMap => L_RoomMap; /// <summary> /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: RoomUI.Mask /// </summary> public Mask S_Mask => L_Mask; }