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DungeonShooting / DungeonShooting_Godot / src / game / ui / weaponRoulette / WeaponRoulette.cs
  1. namespace UI.WeaponRoulette;
  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 WeaponRoulette : 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: WeaponRoulette.Bg
  10. /// </summary>
  11. public Bg L_Bg
  12. {
  13. get
  14. {
  15. if (_L_Bg == null) _L_Bg = new Bg((WeaponRoulettePanel)this, GetNode<Godot.ColorRect>("Bg"));
  16. return _L_Bg;
  17. }
  18. }
  19. private 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.Control"/>, 节点路径: WeaponRoulette.Root
  23. /// </summary>
  24. public Root L_Root
  25. {
  26. get
  27. {
  28. if (_L_Root == null) _L_Root = new Root((WeaponRoulettePanel)this, GetNode<Godot.Control>("Root"));
  29. return _L_Root;
  30. }
  31. }
  32. private Root _L_Root;
  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.Area2D"/>, 节点路径: WeaponRoulette.MouseArea
  36. /// </summary>
  37. public MouseArea L_MouseArea
  38. {
  39. get
  40. {
  41. if (_L_MouseArea == null) _L_MouseArea = new MouseArea((WeaponRoulettePanel)this, GetNode<Godot.Area2D>("MouseArea"));
  42. return _L_MouseArea;
  43. }
  44. }
  45. private MouseArea _L_MouseArea;
  46.  
  47.  
  48. public WeaponRoulette() : base(nameof(WeaponRoulette))
  49. {
  50. }
  51.  
  52. public sealed override void OnInitNestedUi()
  53. {
  54.  
  55. }
  56.  
  57. /// <summary>
  58. /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Bg
  59. /// </summary>
  60. public class Bg : UiNode<WeaponRoulettePanel, Godot.ColorRect, Bg>
  61. {
  62. public Bg(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  63. public override Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  64. }
  65.  
  66. /// <summary>
  67. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi.WeaponIcon
  68. /// </summary>
  69. public class WeaponIcon : UiNode<WeaponRoulettePanel, Godot.Sprite2D, WeaponIcon>
  70. {
  71. public WeaponIcon(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  72. public override WeaponIcon Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  73. }
  74.  
  75. /// <summary>
  76. /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi.AmmoLabel
  77. /// </summary>
  78. public class AmmoLabel : UiNode<WeaponRoulettePanel, Godot.Label, AmmoLabel>
  79. {
  80. public AmmoLabel(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  81. public override AmmoLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  82. }
  83.  
  84. /// <summary>
  85. /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi
  86. /// </summary>
  87. public class WeaponUi : UiNode<WeaponRoulettePanel, Godot.Control, WeaponUi>
  88. {
  89. /// <summary>
  90. /// 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
  91. /// </summary>
  92. public WeaponIcon L_WeaponIcon
  93. {
  94. get
  95. {
  96. if (_L_WeaponIcon == null) _L_WeaponIcon = new WeaponIcon(UiPanel, Instance.GetNode<Godot.Sprite2D>("WeaponIcon"));
  97. return _L_WeaponIcon;
  98. }
  99. }
  100. private WeaponIcon _L_WeaponIcon;
  101.  
  102. /// <summary>
  103. /// 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
  104. /// </summary>
  105. public AmmoLabel L_AmmoLabel
  106. {
  107. get
  108. {
  109. if (_L_AmmoLabel == null) _L_AmmoLabel = new AmmoLabel(UiPanel, Instance.GetNode<Godot.Label>("AmmoLabel"));
  110. return _L_AmmoLabel;
  111. }
  112. }
  113. private AmmoLabel _L_AmmoLabel;
  114.  
  115. public WeaponUi(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  116. public override WeaponUi Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  117. }
  118.  
  119. /// <summary>
  120. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.LockSprite
  121. /// </summary>
  122. public class LockSprite : UiNode<WeaponRoulettePanel, Godot.Sprite2D, LockSprite>
  123. {
  124. public LockSprite(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  125. public override LockSprite Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  126. }
  127.  
  128. /// <summary>
  129. /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi
  130. /// </summary>
  131. public class SlotUi : UiNode<WeaponRoulettePanel, Godot.Control, SlotUi>
  132. {
  133. /// <summary>
  134. /// 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
  135. /// </summary>
  136. public WeaponUi L_WeaponUi
  137. {
  138. get
  139. {
  140. if (_L_WeaponUi == null) _L_WeaponUi = new WeaponUi(UiPanel, Instance.GetNode<Godot.Control>("WeaponUi"));
  141. return _L_WeaponUi;
  142. }
  143. }
  144. private WeaponUi _L_WeaponUi;
  145.  
  146. /// <summary>
  147. /// 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
  148. /// </summary>
  149. public LockSprite L_LockSprite
  150. {
  151. get
  152. {
  153. if (_L_LockSprite == null) _L_LockSprite = new LockSprite(UiPanel, Instance.GetNode<Godot.Sprite2D>("LockSprite"));
  154. return _L_LockSprite;
  155. }
  156. }
  157. private LockSprite _L_LockSprite;
  158.  
  159. public SlotUi(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  160. public override SlotUi Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  161. }
  162.  
  163. /// <summary>
  164. /// 类型: <see cref="Godot.CollisionPolygon2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotAreaNode.CollisionPolygon2D
  165. /// </summary>
  166. public class CollisionPolygon2D : UiNode<WeaponRoulettePanel, Godot.CollisionPolygon2D, CollisionPolygon2D>
  167. {
  168. public CollisionPolygon2D(WeaponRoulettePanel uiPanel, Godot.CollisionPolygon2D node) : base(uiPanel, node) { }
  169. public override CollisionPolygon2D Clone() => new (UiPanel, (Godot.CollisionPolygon2D)Instance.Duplicate());
  170. }
  171.  
  172. /// <summary>
  173. /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotAreaNode
  174. /// </summary>
  175. public class SlotAreaNode : UiNode<WeaponRoulettePanel, Godot.Area2D, SlotAreaNode>
  176. {
  177. /// <summary>
  178. /// 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
  179. /// </summary>
  180. public CollisionPolygon2D L_CollisionPolygon2D
  181. {
  182. get
  183. {
  184. if (_L_CollisionPolygon2D == null) _L_CollisionPolygon2D = new CollisionPolygon2D(UiPanel, Instance.GetNode<Godot.CollisionPolygon2D>("CollisionPolygon2D"));
  185. return _L_CollisionPolygon2D;
  186. }
  187. }
  188. private CollisionPolygon2D _L_CollisionPolygon2D;
  189.  
  190. public SlotAreaNode(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { }
  191. public override SlotAreaNode Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate());
  192. }
  193.  
  194. /// <summary>
  195. /// 类型: <see cref="UI.WeaponRoulette.WeaponSlot"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode
  196. /// </summary>
  197. public class WeaponSlotNode : UiNode<WeaponRoulettePanel, UI.WeaponRoulette.WeaponSlot, WeaponSlotNode>
  198. {
  199. /// <summary>
  200. /// 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
  201. /// </summary>
  202. public SlotUi L_SlotUi
  203. {
  204. get
  205. {
  206. if (_L_SlotUi == null) _L_SlotUi = new SlotUi(UiPanel, Instance.GetNode<Godot.Control>("SlotUi"));
  207. return _L_SlotUi;
  208. }
  209. }
  210. private SlotUi _L_SlotUi;
  211.  
  212. /// <summary>
  213. /// 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
  214. /// </summary>
  215. public SlotAreaNode L_SlotAreaNode
  216. {
  217. get
  218. {
  219. if (_L_SlotAreaNode == null) _L_SlotAreaNode = new SlotAreaNode(UiPanel, Instance.GetNode<Godot.Area2D>("SlotAreaNode"));
  220. return _L_SlotAreaNode;
  221. }
  222. }
  223. private SlotAreaNode _L_SlotAreaNode;
  224.  
  225. public WeaponSlotNode(WeaponRoulettePanel uiPanel, UI.WeaponRoulette.WeaponSlot node) : base(uiPanel, node) { }
  226. public override WeaponSlotNode Clone() => new (UiPanel, (UI.WeaponRoulette.WeaponSlot)Instance.Duplicate());
  227. }
  228.  
  229. /// <summary>
  230. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Root.RouletteBg
  231. /// </summary>
  232. public class RouletteBg : UiNode<WeaponRoulettePanel, Godot.Sprite2D, RouletteBg>
  233. {
  234. /// <summary>
  235. /// 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
  236. /// </summary>
  237. public WeaponSlotNode L_WeaponSlotNode
  238. {
  239. get
  240. {
  241. if (_L_WeaponSlotNode == null) _L_WeaponSlotNode = new WeaponSlotNode(UiPanel, Instance.GetNode<UI.WeaponRoulette.WeaponSlot>("WeaponSlotNode"));
  242. return _L_WeaponSlotNode;
  243. }
  244. }
  245. private WeaponSlotNode _L_WeaponSlotNode;
  246.  
  247. public RouletteBg(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  248. public override RouletteBg Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  249. }
  250.  
  251. /// <summary>
  252. /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.UpBar.Label
  253. /// </summary>
  254. public class Label : UiNode<WeaponRoulettePanel, Godot.Label, Label>
  255. {
  256. public Label(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  257. public override Label Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  258. }
  259.  
  260. /// <summary>
  261. /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.UpBar.Label2
  262. /// </summary>
  263. public class Label2 : UiNode<WeaponRoulettePanel, Godot.Label, Label2>
  264. {
  265. public Label2(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  266. public override Label2 Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  267. }
  268.  
  269. /// <summary>
  270. /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.UpBar.PageLabel
  271. /// </summary>
  272. public class PageLabel : UiNode<WeaponRoulettePanel, Godot.Label, PageLabel>
  273. {
  274. public PageLabel(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  275. public override PageLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  276. }
  277.  
  278. /// <summary>
  279. /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Root.UpBar
  280. /// </summary>
  281. public class UpBar : UiNode<WeaponRoulettePanel, Godot.ColorRect, UpBar>
  282. {
  283. /// <summary>
  284. /// 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
  285. /// </summary>
  286. public Label L_Label
  287. {
  288. get
  289. {
  290. if (_L_Label == null) _L_Label = new Label(UiPanel, Instance.GetNode<Godot.Label>("Label"));
  291. return _L_Label;
  292. }
  293. }
  294. private Label _L_Label;
  295.  
  296. /// <summary>
  297. /// 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
  298. /// </summary>
  299. public Label2 L_Label2
  300. {
  301. get
  302. {
  303. if (_L_Label2 == null) _L_Label2 = new Label2(UiPanel, Instance.GetNode<Godot.Label>("Label2"));
  304. return _L_Label2;
  305. }
  306. }
  307. private Label2 _L_Label2;
  308.  
  309. /// <summary>
  310. /// 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
  311. /// </summary>
  312. public PageLabel L_PageLabel
  313. {
  314. get
  315. {
  316. if (_L_PageLabel == null) _L_PageLabel = new PageLabel(UiPanel, Instance.GetNode<Godot.Label>("PageLabel"));
  317. return _L_PageLabel;
  318. }
  319. }
  320. private PageLabel _L_PageLabel;
  321.  
  322. public UpBar(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  323. public override UpBar Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  324. }
  325.  
  326. /// <summary>
  327. /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.DownBar.Label
  328. /// </summary>
  329. public class Label_1 : UiNode<WeaponRoulettePanel, Godot.Label, Label_1>
  330. {
  331. public Label_1(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  332. public override Label_1 Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  333. }
  334.  
  335. /// <summary>
  336. /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Root.DownBar
  337. /// </summary>
  338. public class DownBar : UiNode<WeaponRoulettePanel, Godot.ColorRect, DownBar>
  339. {
  340. /// <summary>
  341. /// 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
  342. /// </summary>
  343. public Label_1 L_Label
  344. {
  345. get
  346. {
  347. if (_L_Label == null) _L_Label = new Label_1(UiPanel, Instance.GetNode<Godot.Label>("Label"));
  348. return _L_Label;
  349. }
  350. }
  351. private Label_1 _L_Label;
  352.  
  353. public DownBar(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  354. public override DownBar Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  355. }
  356.  
  357. /// <summary>
  358. /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Root
  359. /// </summary>
  360. public class Root : UiNode<WeaponRoulettePanel, Godot.Control, Root>
  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.Sprite2D"/>, 节点路径: WeaponRoulette.RouletteBg
  364. /// </summary>
  365. public RouletteBg L_RouletteBg
  366. {
  367. get
  368. {
  369. if (_L_RouletteBg == null) _L_RouletteBg = new RouletteBg(UiPanel, Instance.GetNode<Godot.Sprite2D>("RouletteBg"));
  370. return _L_RouletteBg;
  371. }
  372. }
  373. private RouletteBg _L_RouletteBg;
  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.ColorRect"/>, 节点路径: WeaponRoulette.UpBar
  377. /// </summary>
  378. public UpBar L_UpBar
  379. {
  380. get
  381. {
  382. if (_L_UpBar == null) _L_UpBar = new UpBar(UiPanel, Instance.GetNode<Godot.ColorRect>("UpBar"));
  383. return _L_UpBar;
  384. }
  385. }
  386. private UpBar _L_UpBar;
  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.ColorRect"/>, 节点路径: WeaponRoulette.DownBar
  390. /// </summary>
  391. public DownBar L_DownBar
  392. {
  393. get
  394. {
  395. if (_L_DownBar == null) _L_DownBar = new DownBar(UiPanel, Instance.GetNode<Godot.ColorRect>("DownBar"));
  396. return _L_DownBar;
  397. }
  398. }
  399. private DownBar _L_DownBar;
  400.  
  401. public Root(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  402. public override Root Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  403. }
  404.  
  405. /// <summary>
  406. /// 类型: <see cref="Godot.CollisionShape2D"/>, 路径: WeaponRoulette.MouseArea.CollisionShape2D
  407. /// </summary>
  408. public class CollisionShape2D : UiNode<WeaponRoulettePanel, Godot.CollisionShape2D, CollisionShape2D>
  409. {
  410. public CollisionShape2D(WeaponRoulettePanel uiPanel, Godot.CollisionShape2D node) : base(uiPanel, node) { }
  411. public override CollisionShape2D Clone() => new (UiPanel, (Godot.CollisionShape2D)Instance.Duplicate());
  412. }
  413.  
  414. /// <summary>
  415. /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.MouseArea
  416. /// </summary>
  417. public class MouseArea : UiNode<WeaponRoulettePanel, Godot.Area2D, MouseArea>
  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.CollisionShape2D"/>, 节点路径: WeaponRoulette.CollisionShape2D
  421. /// </summary>
  422. public CollisionShape2D L_CollisionShape2D
  423. {
  424. get
  425. {
  426. if (_L_CollisionShape2D == null) _L_CollisionShape2D = new CollisionShape2D(UiPanel, Instance.GetNode<Godot.CollisionShape2D>("CollisionShape2D"));
  427. return _L_CollisionShape2D;
  428. }
  429. }
  430. private CollisionShape2D _L_CollisionShape2D;
  431.  
  432. public MouseArea(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { }
  433. public override MouseArea Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate());
  434. }
  435.  
  436.  
  437. /// <summary>
  438. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: WeaponRoulette.Bg
  439. /// </summary>
  440. public Bg S_Bg => L_Bg;
  441.  
  442. /// <summary>
  443. /// 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
  444. /// </summary>
  445. public WeaponIcon S_WeaponIcon => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_WeaponUi.L_WeaponIcon;
  446.  
  447. /// <summary>
  448. /// 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
  449. /// </summary>
  450. public AmmoLabel S_AmmoLabel => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_WeaponUi.L_AmmoLabel;
  451.  
  452. /// <summary>
  453. /// 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
  454. /// </summary>
  455. public WeaponUi S_WeaponUi => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_WeaponUi;
  456.  
  457. /// <summary>
  458. /// 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
  459. /// </summary>
  460. public LockSprite S_LockSprite => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_LockSprite;
  461.  
  462. /// <summary>
  463. /// 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
  464. /// </summary>
  465. public SlotUi S_SlotUi => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi;
  466.  
  467. /// <summary>
  468. /// 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
  469. /// </summary>
  470. public CollisionPolygon2D S_CollisionPolygon2D => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode.L_CollisionPolygon2D;
  471.  
  472. /// <summary>
  473. /// 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
  474. /// </summary>
  475. public SlotAreaNode S_SlotAreaNode => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode;
  476.  
  477. /// <summary>
  478. /// 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
  479. /// </summary>
  480. public WeaponSlotNode S_WeaponSlotNode => L_Root.L_RouletteBg.L_WeaponSlotNode;
  481.  
  482. /// <summary>
  483. /// 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
  484. /// </summary>
  485. public RouletteBg S_RouletteBg => L_Root.L_RouletteBg;
  486.  
  487. /// <summary>
  488. /// 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
  489. /// </summary>
  490. public Label2 S_Label2 => L_Root.L_UpBar.L_Label2;
  491.  
  492. /// <summary>
  493. /// 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
  494. /// </summary>
  495. public PageLabel S_PageLabel => L_Root.L_UpBar.L_PageLabel;
  496.  
  497. /// <summary>
  498. /// 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
  499. /// </summary>
  500. public UpBar S_UpBar => L_Root.L_UpBar;
  501.  
  502. /// <summary>
  503. /// 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
  504. /// </summary>
  505. public DownBar S_DownBar => L_Root.L_DownBar;
  506.  
  507. /// <summary>
  508. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: WeaponRoulette.Root
  509. /// </summary>
  510. public Root S_Root => L_Root;
  511.  
  512. /// <summary>
  513. /// 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
  514. /// </summary>
  515. public CollisionShape2D S_CollisionShape2D => L_MouseArea.L_CollisionShape2D;
  516.  
  517. /// <summary>
  518. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.MouseArea
  519. /// </summary>
  520. public MouseArea S_MouseArea => L_MouseArea;
  521.  
  522. }