- namespace UI.WeaponRoulette;
-
- /// <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 WeaponRoulette : UiBase
- {
- /// <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: WeaponRoulette.Bg
- /// </summary>
- public Bg L_Bg
- {
- get
- {
- if (_L_Bg == null) _L_Bg = new Bg((WeaponRoulettePanel)this, GetNode<Godot.ColorRect>("Bg"));
- return _L_Bg;
- }
- }
- private Bg _L_Bg;
-
- /// <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: WeaponRoulette.Root
- /// </summary>
- public Root L_Root
- {
- get
- {
- if (_L_Root == null) _L_Root = new Root((WeaponRoulettePanel)this, GetNode<Godot.Control>("Root"));
- return _L_Root;
- }
- }
- private Root _L_Root;
-
- /// <summary>
- /// 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
- /// </summary>
- public MouseArea L_MouseArea
- {
- get
- {
- if (_L_MouseArea == null) _L_MouseArea = new MouseArea((WeaponRoulettePanel)this, GetNode<Godot.Area2D>("MouseArea"));
- return _L_MouseArea;
- }
- }
- private MouseArea _L_MouseArea;
-
-
- public WeaponRoulette() : base(nameof(WeaponRoulette))
- {
- }
-
- public sealed override void OnInitNestedUi()
- {
-
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Bg
- /// </summary>
- public class Bg : UiNode<WeaponRoulettePanel, Godot.ColorRect, Bg>
- {
- public Bg(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
- public override Bg Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi.WeaponIcon
- /// </summary>
- public class WeaponIcon : UiNode<WeaponRoulettePanel, Godot.Sprite2D, WeaponIcon>
- {
- public WeaponIcon(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
- public override WeaponIcon Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi.AmmoLabel
- /// </summary>
- public class AmmoLabel : UiNode<WeaponRoulettePanel, Godot.Label, AmmoLabel>
- {
- public AmmoLabel(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override AmmoLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponUi
- /// </summary>
- public class WeaponUi : UiNode<WeaponRoulettePanel, Godot.Control, WeaponUi>
- {
- /// <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: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.WeaponIcon
- /// </summary>
- public WeaponIcon L_WeaponIcon
- {
- get
- {
- if (_L_WeaponIcon == null) _L_WeaponIcon = new WeaponIcon(UiPanel, Instance.GetNode<Godot.Sprite2D>("WeaponIcon"));
- return _L_WeaponIcon;
- }
- }
- private WeaponIcon _L_WeaponIcon;
-
- /// <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: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.AmmoLabel
- /// </summary>
- public AmmoLabel L_AmmoLabel
- {
- get
- {
- if (_L_AmmoLabel == null) _L_AmmoLabel = new AmmoLabel(UiPanel, Instance.GetNode<Godot.Label>("AmmoLabel"));
- return _L_AmmoLabel;
- }
- }
- private AmmoLabel _L_AmmoLabel;
-
- public WeaponUi(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override WeaponUi Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi.LockSprite
- /// </summary>
- public class LockSprite : UiNode<WeaponRoulettePanel, Godot.Sprite2D, LockSprite>
- {
- public LockSprite(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
- public override LockSprite Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotUi
- /// </summary>
- public class SlotUi : UiNode<WeaponRoulettePanel, Godot.Control, SlotUi>
- {
- /// <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: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.WeaponUi
- /// </summary>
- public WeaponUi L_WeaponUi
- {
- get
- {
- if (_L_WeaponUi == null) _L_WeaponUi = new WeaponUi(UiPanel, Instance.GetNode<Godot.Control>("WeaponUi"));
- return _L_WeaponUi;
- }
- }
- private WeaponUi _L_WeaponUi;
-
- /// <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: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.LockSprite
- /// </summary>
- public LockSprite L_LockSprite
- {
- get
- {
- if (_L_LockSprite == null) _L_LockSprite = new LockSprite(UiPanel, Instance.GetNode<Godot.Sprite2D>("LockSprite"));
- return _L_LockSprite;
- }
- }
- private LockSprite _L_LockSprite;
-
- public SlotUi(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override SlotUi Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.CollisionPolygon2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotAreaNode.CollisionPolygon2D
- /// </summary>
- public class CollisionPolygon2D : UiNode<WeaponRoulettePanel, Godot.CollisionPolygon2D, CollisionPolygon2D>
- {
- public CollisionPolygon2D(WeaponRoulettePanel uiPanel, Godot.CollisionPolygon2D node) : base(uiPanel, node) { }
- public override CollisionPolygon2D Clone() => new (UiPanel, (Godot.CollisionPolygon2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode.SlotAreaNode
- /// </summary>
- public class SlotAreaNode : UiNode<WeaponRoulettePanel, Godot.Area2D, SlotAreaNode>
- {
- /// <summary>
- /// 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
- /// </summary>
- public CollisionPolygon2D L_CollisionPolygon2D
- {
- get
- {
- if (_L_CollisionPolygon2D == null) _L_CollisionPolygon2D = new CollisionPolygon2D(UiPanel, Instance.GetNode<Godot.CollisionPolygon2D>("CollisionPolygon2D"));
- return _L_CollisionPolygon2D;
- }
- }
- private CollisionPolygon2D _L_CollisionPolygon2D;
-
- public SlotAreaNode(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { }
- public override SlotAreaNode Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="UI.WeaponRoulette.WeaponSlot"/>, 路径: WeaponRoulette.Root.RouletteBg.WeaponSlotNode
- /// </summary>
- public class WeaponSlotNode : UiNode<WeaponRoulettePanel, UI.WeaponRoulette.WeaponSlot, WeaponSlotNode>
- {
- /// <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: WeaponRoulette.Root.RouletteBg.SlotUi
- /// </summary>
- public SlotUi L_SlotUi
- {
- get
- {
- if (_L_SlotUi == null) _L_SlotUi = new SlotUi(UiPanel, Instance.GetNode<Godot.Control>("SlotUi"));
- return _L_SlotUi;
- }
- }
- private SlotUi _L_SlotUi;
-
- /// <summary>
- /// 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
- /// </summary>
- public SlotAreaNode L_SlotAreaNode
- {
- get
- {
- if (_L_SlotAreaNode == null) _L_SlotAreaNode = new SlotAreaNode(UiPanel, Instance.GetNode<Godot.Area2D>("SlotAreaNode"));
- return _L_SlotAreaNode;
- }
- }
- private SlotAreaNode _L_SlotAreaNode;
-
- public WeaponSlotNode(WeaponRoulettePanel uiPanel, UI.WeaponRoulette.WeaponSlot node) : base(uiPanel, node) { }
- public override WeaponSlotNode Clone() => new (UiPanel, (UI.WeaponRoulette.WeaponSlot)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: WeaponRoulette.Root.RouletteBg
- /// </summary>
- public class RouletteBg : UiNode<WeaponRoulettePanel, Godot.Sprite2D, RouletteBg>
- {
- /// <summary>
- /// 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
- /// </summary>
- public WeaponSlotNode L_WeaponSlotNode
- {
- get
- {
- if (_L_WeaponSlotNode == null) _L_WeaponSlotNode = new WeaponSlotNode(UiPanel, Instance.GetNode<UI.WeaponRoulette.WeaponSlot>("WeaponSlotNode"));
- return _L_WeaponSlotNode;
- }
- }
- private WeaponSlotNode _L_WeaponSlotNode;
-
- public RouletteBg(WeaponRoulettePanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
- public override RouletteBg Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.UpBar.Label
- /// </summary>
- public class Label : UiNode<WeaponRoulettePanel, Godot.Label, Label>
- {
- public Label(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override Label Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.UpBar.Label2
- /// </summary>
- public class Label2 : UiNode<WeaponRoulettePanel, Godot.Label, Label2>
- {
- public Label2(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override Label2 Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.UpBar.PageLabel
- /// </summary>
- public class PageLabel : UiNode<WeaponRoulettePanel, Godot.Label, PageLabel>
- {
- public PageLabel(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override PageLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Root.UpBar
- /// </summary>
- public class UpBar : UiNode<WeaponRoulettePanel, Godot.ColorRect, UpBar>
- {
- /// <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: WeaponRoulette.Root.Label
- /// </summary>
- public Label L_Label
- {
- get
- {
- if (_L_Label == null) _L_Label = new Label(UiPanel, Instance.GetNode<Godot.Label>("Label"));
- return _L_Label;
- }
- }
- private Label _L_Label;
-
- /// <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: WeaponRoulette.Root.Label2
- /// </summary>
- public Label2 L_Label2
- {
- get
- {
- if (_L_Label2 == null) _L_Label2 = new Label2(UiPanel, Instance.GetNode<Godot.Label>("Label2"));
- return _L_Label2;
- }
- }
- private Label2 _L_Label2;
-
- /// <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: WeaponRoulette.Root.PageLabel
- /// </summary>
- public PageLabel L_PageLabel
- {
- get
- {
- if (_L_PageLabel == null) _L_PageLabel = new PageLabel(UiPanel, Instance.GetNode<Godot.Label>("PageLabel"));
- return _L_PageLabel;
- }
- }
- private PageLabel _L_PageLabel;
-
- public UpBar(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
- public override UpBar Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: WeaponRoulette.Root.DownBar.Label
- /// </summary>
- public class Label_1 : UiNode<WeaponRoulettePanel, Godot.Label, Label_1>
- {
- public Label_1(WeaponRoulettePanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override Label_1 Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.ColorRect"/>, 路径: WeaponRoulette.Root.DownBar
- /// </summary>
- public class DownBar : UiNode<WeaponRoulettePanel, Godot.ColorRect, DownBar>
- {
- /// <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: WeaponRoulette.Root.Label
- /// </summary>
- public Label_1 L_Label
- {
- get
- {
- if (_L_Label == null) _L_Label = new Label_1(UiPanel, Instance.GetNode<Godot.Label>("Label"));
- return _L_Label;
- }
- }
- private Label_1 _L_Label;
-
- public DownBar(WeaponRoulettePanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
- public override DownBar Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: WeaponRoulette.Root
- /// </summary>
- public class Root : UiNode<WeaponRoulettePanel, Godot.Control, Root>
- {
- /// <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: WeaponRoulette.RouletteBg
- /// </summary>
- public RouletteBg L_RouletteBg
- {
- get
- {
- if (_L_RouletteBg == null) _L_RouletteBg = new RouletteBg(UiPanel, Instance.GetNode<Godot.Sprite2D>("RouletteBg"));
- return _L_RouletteBg;
- }
- }
- private RouletteBg _L_RouletteBg;
-
- /// <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: WeaponRoulette.UpBar
- /// </summary>
- public UpBar L_UpBar
- {
- get
- {
- if (_L_UpBar == null) _L_UpBar = new UpBar(UiPanel, Instance.GetNode<Godot.ColorRect>("UpBar"));
- return _L_UpBar;
- }
- }
- private UpBar _L_UpBar;
-
- /// <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: WeaponRoulette.DownBar
- /// </summary>
- public DownBar L_DownBar
- {
- get
- {
- if (_L_DownBar == null) _L_DownBar = new DownBar(UiPanel, Instance.GetNode<Godot.ColorRect>("DownBar"));
- return _L_DownBar;
- }
- }
- private DownBar _L_DownBar;
-
- public Root(WeaponRoulettePanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override Root Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.CollisionShape2D"/>, 路径: WeaponRoulette.MouseArea.CollisionShape2D
- /// </summary>
- public class CollisionShape2D : UiNode<WeaponRoulettePanel, Godot.CollisionShape2D, CollisionShape2D>
- {
- public CollisionShape2D(WeaponRoulettePanel uiPanel, Godot.CollisionShape2D node) : base(uiPanel, node) { }
- public override CollisionShape2D Clone() => new (UiPanel, (Godot.CollisionShape2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Area2D"/>, 路径: WeaponRoulette.MouseArea
- /// </summary>
- public class MouseArea : UiNode<WeaponRoulettePanel, Godot.Area2D, MouseArea>
- {
- /// <summary>
- /// 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
- /// </summary>
- public CollisionShape2D L_CollisionShape2D
- {
- get
- {
- if (_L_CollisionShape2D == null) _L_CollisionShape2D = new CollisionShape2D(UiPanel, Instance.GetNode<Godot.CollisionShape2D>("CollisionShape2D"));
- return _L_CollisionShape2D;
- }
- }
- private CollisionShape2D _L_CollisionShape2D;
-
- public MouseArea(WeaponRoulettePanel uiPanel, Godot.Area2D node) : base(uiPanel, node) { }
- public override MouseArea Clone() => new (UiPanel, (Godot.Area2D)Instance.Duplicate());
- }
-
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: WeaponRoulette.Bg
- /// </summary>
- public Bg S_Bg => L_Bg;
-
- /// <summary>
- /// 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
- /// </summary>
- public WeaponIcon S_WeaponIcon => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_WeaponUi.L_WeaponIcon;
-
- /// <summary>
- /// 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
- /// </summary>
- public AmmoLabel S_AmmoLabel => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_WeaponUi.L_AmmoLabel;
-
- /// <summary>
- /// 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
- /// </summary>
- public WeaponUi S_WeaponUi => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_WeaponUi;
-
- /// <summary>
- /// 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
- /// </summary>
- public LockSprite S_LockSprite => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi.L_LockSprite;
-
- /// <summary>
- /// 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
- /// </summary>
- public SlotUi S_SlotUi => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotUi;
-
- /// <summary>
- /// 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
- /// </summary>
- public CollisionPolygon2D S_CollisionPolygon2D => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode.L_CollisionPolygon2D;
-
- /// <summary>
- /// 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
- /// </summary>
- public SlotAreaNode S_SlotAreaNode => L_Root.L_RouletteBg.L_WeaponSlotNode.L_SlotAreaNode;
-
- /// <summary>
- /// 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
- /// </summary>
- public WeaponSlotNode S_WeaponSlotNode => L_Root.L_RouletteBg.L_WeaponSlotNode;
-
- /// <summary>
- /// 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
- /// </summary>
- public RouletteBg S_RouletteBg => L_Root.L_RouletteBg;
-
- /// <summary>
- /// 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
- /// </summary>
- public Label2 S_Label2 => L_Root.L_UpBar.L_Label2;
-
- /// <summary>
- /// 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
- /// </summary>
- public PageLabel S_PageLabel => L_Root.L_UpBar.L_PageLabel;
-
- /// <summary>
- /// 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
- /// </summary>
- public UpBar S_UpBar => L_Root.L_UpBar;
-
- /// <summary>
- /// 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
- /// </summary>
- public DownBar S_DownBar => L_Root.L_DownBar;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: WeaponRoulette.Root
- /// </summary>
- public Root S_Root => L_Root;
-
- /// <summary>
- /// 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
- /// </summary>
- public CollisionShape2D S_CollisionShape2D => L_MouseArea.L_CollisionShape2D;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Area2D"/>, 节点路径: WeaponRoulette.MouseArea
- /// </summary>
- public MouseArea S_MouseArea => L_MouseArea;
-
- }