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DungeonShooting / DungeonShooting_Godot / src / game / ui / roomUI / RoomUI.cs
@小李xl 小李xl on 30 Nov 2023 28 KB 小地图,制作中
  1. namespace UI.RoomUI;
  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 RoomUI : 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.Control"/>, 节点路径: RoomUI.InteractiveTipBar
  10. /// </summary>
  11. public InteractiveTipBar L_InteractiveTipBar
  12. {
  13. get
  14. {
  15. if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new InteractiveTipBar((RoomUIPanel)this, GetNode<Godot.Control>("InteractiveTipBar"));
  16. return _L_InteractiveTipBar;
  17. }
  18. }
  19. private InteractiveTipBar _L_InteractiveTipBar;
  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: RoomUI.ReloadBar
  23. /// </summary>
  24. public ReloadBar L_ReloadBar
  25. {
  26. get
  27. {
  28. if (_L_ReloadBar == null) _L_ReloadBar = new ReloadBar((RoomUIPanel)this, GetNode<Godot.Control>("ReloadBar"));
  29. return _L_ReloadBar;
  30. }
  31. }
  32. private ReloadBar _L_ReloadBar;
  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.Control"/>, 节点路径: RoomUI.Control
  36. /// </summary>
  37. public Control L_Control
  38. {
  39. get
  40. {
  41. if (_L_Control == null) _L_Control = new Control((RoomUIPanel)this, GetNode<Godot.Control>("Control"));
  42. return _L_Control;
  43. }
  44. }
  45. private Control _L_Control;
  46.  
  47. /// <summary>
  48. /// 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
  49. /// </summary>
  50. public RoomMap L_RoomMap
  51. {
  52. get
  53. {
  54. if (_L_RoomMap == null) _L_RoomMap = new RoomMap((RoomUIPanel)this, GetNode<UI.RoomMap.RoomMapPanel>("RoomMap"));
  55. return _L_RoomMap;
  56. }
  57. }
  58. private RoomMap _L_RoomMap;
  59.  
  60.  
  61. public RoomUI() : base(nameof(RoomUI))
  62. {
  63. }
  64.  
  65. public sealed override void OnInitNestedUi()
  66. {
  67.  
  68. var inst1 = this;
  69. RecordNestedUi(inst1.L_RoomMap.Instance, null, UiManager.RecordType.Open);
  70. inst1.L_RoomMap.Instance.OnCreateUi();
  71. inst1.L_RoomMap.Instance.OnInitNestedUi();
  72.  
  73. }
  74.  
  75. /// <summary>
  76. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon
  77. /// </summary>
  78. public class Icon : UiNode<RoomUIPanel, Godot.TextureRect, Icon>
  79. {
  80. public Icon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  81. public override Icon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  82. }
  83.  
  84. /// <summary>
  85. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon
  86. /// </summary>
  87. public class InteractiveIcon : UiNode<RoomUIPanel, Godot.TextureRect, InteractiveIcon>
  88. {
  89. public InteractiveIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  90. public override InteractiveIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  91. }
  92.  
  93. /// <summary>
  94. /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D
  95. /// </summary>
  96. public class Line2D : UiNode<RoomUIPanel, Godot.Line2D, Line2D>
  97. {
  98. public Line2D(RoomUIPanel uiPanel, Godot.Line2D node) : base(uiPanel, node) { }
  99. public override Line2D Clone() => new (UiPanel, (Godot.Line2D)Instance.Duplicate());
  100. }
  101.  
  102. /// <summary>
  103. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel
  104. /// </summary>
  105. public class NameLabel : UiNode<RoomUIPanel, Godot.Label, NameLabel>
  106. {
  107. public NameLabel(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  108. public override NameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  109. }
  110.  
  111. /// <summary>
  112. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar
  113. /// </summary>
  114. public class InteractiveTipBar : UiNode<RoomUIPanel, Godot.Control, InteractiveTipBar>
  115. {
  116. /// <summary>
  117. /// 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
  118. /// </summary>
  119. public Icon L_Icon
  120. {
  121. get
  122. {
  123. if (_L_Icon == null) _L_Icon = new Icon(UiPanel, Instance.GetNode<Godot.TextureRect>("Icon"));
  124. return _L_Icon;
  125. }
  126. }
  127. private Icon _L_Icon;
  128.  
  129. /// <summary>
  130. /// 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
  131. /// </summary>
  132. public InteractiveIcon L_InteractiveIcon
  133. {
  134. get
  135. {
  136. if (_L_InteractiveIcon == null) _L_InteractiveIcon = new InteractiveIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("InteractiveIcon"));
  137. return _L_InteractiveIcon;
  138. }
  139. }
  140. private InteractiveIcon _L_InteractiveIcon;
  141.  
  142. /// <summary>
  143. /// 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
  144. /// </summary>
  145. public Line2D L_Line2D
  146. {
  147. get
  148. {
  149. if (_L_Line2D == null) _L_Line2D = new Line2D(UiPanel, Instance.GetNode<Godot.Line2D>("Line2D"));
  150. return _L_Line2D;
  151. }
  152. }
  153. private Line2D _L_Line2D;
  154.  
  155. /// <summary>
  156. /// 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
  157. /// </summary>
  158. public NameLabel L_NameLabel
  159. {
  160. get
  161. {
  162. if (_L_NameLabel == null) _L_NameLabel = new NameLabel(UiPanel, Instance.GetNode<Godot.Label>("NameLabel"));
  163. return _L_NameLabel;
  164. }
  165. }
  166. private NameLabel _L_NameLabel;
  167.  
  168. public InteractiveTipBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  169. public override InteractiveTipBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  170. }
  171.  
  172. /// <summary>
  173. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block
  174. /// </summary>
  175. public class Block : UiNode<RoomUIPanel, Godot.Sprite2D, Block>
  176. {
  177. public Block(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  178. public override Block Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  179. }
  180.  
  181. /// <summary>
  182. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot
  183. /// </summary>
  184. public class Slot : UiNode<RoomUIPanel, Godot.TextureRect, Slot>
  185. {
  186. /// <summary>
  187. /// 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
  188. /// </summary>
  189. public Block L_Block
  190. {
  191. get
  192. {
  193. if (_L_Block == null) _L_Block = new Block(UiPanel, Instance.GetNode<Godot.Sprite2D>("Block"));
  194. return _L_Block;
  195. }
  196. }
  197. private Block _L_Block;
  198.  
  199. public Slot(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  200. public override Slot Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  201. }
  202.  
  203. /// <summary>
  204. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar
  205. /// </summary>
  206. public class ReloadBar : UiNode<RoomUIPanel, Godot.Control, ReloadBar>
  207. {
  208. /// <summary>
  209. /// 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
  210. /// </summary>
  211. public Slot L_Slot
  212. {
  213. get
  214. {
  215. if (_L_Slot == null) _L_Slot = new Slot(UiPanel, Instance.GetNode<Godot.TextureRect>("Slot"));
  216. return _L_Slot;
  217. }
  218. }
  219. private Slot _L_Slot;
  220.  
  221. public ReloadBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  222. public override ReloadBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  223. }
  224.  
  225. /// <summary>
  226. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life
  227. /// </summary>
  228. public class Life : UiNode<RoomUIPanel, Godot.TextureRect, Life>
  229. {
  230. public Life(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  231. public override Life Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  232. }
  233.  
  234. /// <summary>
  235. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar
  236. /// </summary>
  237. public class LifeBar : UiNode<RoomUIPanel, Godot.Control, LifeBar>
  238. {
  239. /// <summary>
  240. /// 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
  241. /// </summary>
  242. public Life L_Life
  243. {
  244. get
  245. {
  246. if (_L_Life == null) _L_Life = new Life(UiPanel, Instance.GetNode<Godot.TextureRect>("Life"));
  247. return _L_Life;
  248. }
  249. }
  250. private Life _L_Life;
  251.  
  252. public LifeBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  253. public override LifeBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  254. }
  255.  
  256. /// <summary>
  257. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg
  258. /// </summary>
  259. public class ActivePropBg : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropBg>
  260. {
  261. public ActivePropBg(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  262. public override ActivePropBg Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  263. }
  264.  
  265. /// <summary>
  266. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite
  267. /// </summary>
  268. public class ActivePropSprite : UiNode<RoomUIPanel, Godot.TextureRect, ActivePropSprite>
  269. {
  270. public ActivePropSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  271. public override ActivePropSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  272. }
  273.  
  274. /// <summary>
  275. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress
  276. /// </summary>
  277. public class CooldownProgress : UiNode<RoomUIPanel, Godot.Sprite2D, CooldownProgress>
  278. {
  279. public CooldownProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  280. public override CooldownProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  281. }
  282.  
  283. /// <summary>
  284. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount
  285. /// </summary>
  286. public class ActivePropCount : UiNode<RoomUIPanel, Godot.Label, ActivePropCount>
  287. {
  288. public ActivePropCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  289. public override ActivePropCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  290. }
  291.  
  292. /// <summary>
  293. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel
  294. /// </summary>
  295. public class ActivePropPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropPanel>
  296. {
  297. public ActivePropPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  298. public override ActivePropPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  299. }
  300.  
  301. /// <summary>
  302. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
  303. /// </summary>
  304. public class ChargeProgressBar : UiNode<RoomUIPanel, Godot.NinePatchRect, ChargeProgressBar>
  305. {
  306. public ChargeProgressBar(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  307. public override ChargeProgressBar Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  308. }
  309.  
  310. /// <summary>
  311. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress
  312. /// </summary>
  313. public class ChargeProgress : UiNode<RoomUIPanel, Godot.Sprite2D, ChargeProgress>
  314. {
  315. public ChargeProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  316. public override ChargeProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  317. }
  318.  
  319. /// <summary>
  320. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar
  321. /// </summary>
  322. public class ActivePropBar : UiNode<RoomUIPanel, Godot.Control, ActivePropBar>
  323. {
  324. /// <summary>
  325. /// 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
  326. /// </summary>
  327. public ActivePropBg L_ActivePropBg
  328. {
  329. get
  330. {
  331. if (_L_ActivePropBg == null) _L_ActivePropBg = new ActivePropBg(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropBg"));
  332. return _L_ActivePropBg;
  333. }
  334. }
  335. private ActivePropBg _L_ActivePropBg;
  336.  
  337. /// <summary>
  338. /// 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
  339. /// </summary>
  340. public ActivePropSprite L_ActivePropSprite
  341. {
  342. get
  343. {
  344. if (_L_ActivePropSprite == null) _L_ActivePropSprite = new ActivePropSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("ActivePropSprite"));
  345. return _L_ActivePropSprite;
  346. }
  347. }
  348. private ActivePropSprite _L_ActivePropSprite;
  349.  
  350. /// <summary>
  351. /// 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
  352. /// </summary>
  353. public CooldownProgress L_CooldownProgress
  354. {
  355. get
  356. {
  357. if (_L_CooldownProgress == null) _L_CooldownProgress = new CooldownProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("CooldownProgress"));
  358. return _L_CooldownProgress;
  359. }
  360. }
  361. private CooldownProgress _L_CooldownProgress;
  362.  
  363. /// <summary>
  364. /// 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
  365. /// </summary>
  366. public ActivePropCount L_ActivePropCount
  367. {
  368. get
  369. {
  370. if (_L_ActivePropCount == null) _L_ActivePropCount = new ActivePropCount(UiPanel, Instance.GetNode<Godot.Label>("ActivePropCount"));
  371. return _L_ActivePropCount;
  372. }
  373. }
  374. private ActivePropCount _L_ActivePropCount;
  375.  
  376. /// <summary>
  377. /// 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
  378. /// </summary>
  379. public ActivePropPanel L_ActivePropPanel
  380. {
  381. get
  382. {
  383. if (_L_ActivePropPanel == null) _L_ActivePropPanel = new ActivePropPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropPanel"));
  384. return _L_ActivePropPanel;
  385. }
  386. }
  387. private ActivePropPanel _L_ActivePropPanel;
  388.  
  389. /// <summary>
  390. /// 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
  391. /// </summary>
  392. public ChargeProgressBar L_ChargeProgressBar
  393. {
  394. get
  395. {
  396. if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new ChargeProgressBar(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ChargeProgressBar"));
  397. return _L_ChargeProgressBar;
  398. }
  399. }
  400. private ChargeProgressBar _L_ChargeProgressBar;
  401.  
  402. /// <summary>
  403. /// 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
  404. /// </summary>
  405. public ChargeProgress L_ChargeProgress
  406. {
  407. get
  408. {
  409. if (_L_ChargeProgress == null) _L_ChargeProgress = new ChargeProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("ChargeProgress"));
  410. return _L_ChargeProgress;
  411. }
  412. }
  413. private ChargeProgress _L_ChargeProgress;
  414.  
  415. public ActivePropBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  416. public override ActivePropBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  417. }
  418.  
  419. /// <summary>
  420. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
  421. /// </summary>
  422. public class WeaponSprite : UiNode<RoomUIPanel, Godot.TextureRect, WeaponSprite>
  423. {
  424. public WeaponSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  425. public override WeaponSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  426. }
  427.  
  428. /// <summary>
  429. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel
  430. /// </summary>
  431. public class WeaponPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, WeaponPanel>
  432. {
  433. /// <summary>
  434. /// 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
  435. /// </summary>
  436. public WeaponSprite L_WeaponSprite
  437. {
  438. get
  439. {
  440. if (_L_WeaponSprite == null) _L_WeaponSprite = new WeaponSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("WeaponSprite"));
  441. return _L_WeaponSprite;
  442. }
  443. }
  444. private WeaponSprite _L_WeaponSprite;
  445.  
  446. public WeaponPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  447. public override WeaponPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  448. }
  449.  
  450. /// <summary>
  451. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount
  452. /// </summary>
  453. public class AmmoCount : UiNode<RoomUIPanel, Godot.Label, AmmoCount>
  454. {
  455. public AmmoCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  456. public override AmmoCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  457. }
  458.  
  459. /// <summary>
  460. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar
  461. /// </summary>
  462. public class WeaponBar : UiNode<RoomUIPanel, Godot.Control, WeaponBar>
  463. {
  464. /// <summary>
  465. /// 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
  466. /// </summary>
  467. public WeaponPanel L_WeaponPanel
  468. {
  469. get
  470. {
  471. if (_L_WeaponPanel == null) _L_WeaponPanel = new WeaponPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("WeaponPanel"));
  472. return _L_WeaponPanel;
  473. }
  474. }
  475. private WeaponPanel _L_WeaponPanel;
  476.  
  477. /// <summary>
  478. /// 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
  479. /// </summary>
  480. public AmmoCount L_AmmoCount
  481. {
  482. get
  483. {
  484. if (_L_AmmoCount == null) _L_AmmoCount = new AmmoCount(UiPanel, Instance.GetNode<Godot.Label>("AmmoCount"));
  485. return _L_AmmoCount;
  486. }
  487. }
  488. private AmmoCount _L_AmmoCount;
  489.  
  490. public WeaponBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  491. public override WeaponBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  492. }
  493.  
  494. /// <summary>
  495. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
  496. /// </summary>
  497. public class Control : UiNode<RoomUIPanel, Godot.Control, Control>
  498. {
  499. /// <summary>
  500. /// 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
  501. /// </summary>
  502. public LifeBar L_LifeBar
  503. {
  504. get
  505. {
  506. if (_L_LifeBar == null) _L_LifeBar = new LifeBar(UiPanel, Instance.GetNode<Godot.Control>("LifeBar"));
  507. return _L_LifeBar;
  508. }
  509. }
  510. private LifeBar _L_LifeBar;
  511.  
  512. /// <summary>
  513. /// 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
  514. /// </summary>
  515. public ActivePropBar L_ActivePropBar
  516. {
  517. get
  518. {
  519. if (_L_ActivePropBar == null) _L_ActivePropBar = new ActivePropBar(UiPanel, Instance.GetNode<Godot.Control>("ActivePropBar"));
  520. return _L_ActivePropBar;
  521. }
  522. }
  523. private ActivePropBar _L_ActivePropBar;
  524.  
  525. /// <summary>
  526. /// 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
  527. /// </summary>
  528. public WeaponBar L_WeaponBar
  529. {
  530. get
  531. {
  532. if (_L_WeaponBar == null) _L_WeaponBar = new WeaponBar(UiPanel, Instance.GetNode<Godot.Control>("WeaponBar"));
  533. return _L_WeaponBar;
  534. }
  535. }
  536. private WeaponBar _L_WeaponBar;
  537.  
  538. public Control(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  539. public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  540. }
  541.  
  542. /// <summary>
  543. /// 类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 路径: RoomUI.RoomMap
  544. /// </summary>
  545. public class RoomMap : UiNode<RoomUIPanel, UI.RoomMap.RoomMapPanel, RoomMap>
  546. {
  547. public RoomMap(RoomUIPanel uiPanel, UI.RoomMap.RoomMapPanel node) : base(uiPanel, node) { }
  548. public override RoomMap Clone()
  549. {
  550. var uiNode = new RoomMap(UiPanel, (UI.RoomMap.RoomMapPanel)Instance.Duplicate());
  551. UiPanel.RecordNestedUi(uiNode.Instance, this, UiManager.RecordType.Open);
  552. uiNode.Instance.OnCreateUi();
  553. uiNode.Instance.OnInitNestedUi();
  554. return uiNode;
  555. }
  556. }
  557.  
  558.  
  559. /// <summary>
  560. /// 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
  561. /// </summary>
  562. public Icon S_Icon => L_InteractiveTipBar.L_Icon;
  563.  
  564. /// <summary>
  565. /// 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
  566. /// </summary>
  567. public InteractiveIcon S_InteractiveIcon => L_InteractiveTipBar.L_InteractiveIcon;
  568.  
  569. /// <summary>
  570. /// 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
  571. /// </summary>
  572. public Line2D S_Line2D => L_InteractiveTipBar.L_Line2D;
  573.  
  574. /// <summary>
  575. /// 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
  576. /// </summary>
  577. public NameLabel S_NameLabel => L_InteractiveTipBar.L_NameLabel;
  578.  
  579. /// <summary>
  580. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar
  581. /// </summary>
  582. public InteractiveTipBar S_InteractiveTipBar => L_InteractiveTipBar;
  583.  
  584. /// <summary>
  585. /// 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
  586. /// </summary>
  587. public Block S_Block => L_ReloadBar.L_Slot.L_Block;
  588.  
  589. /// <summary>
  590. /// 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
  591. /// </summary>
  592. public Slot S_Slot => L_ReloadBar.L_Slot;
  593.  
  594. /// <summary>
  595. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.ReloadBar
  596. /// </summary>
  597. public ReloadBar S_ReloadBar => L_ReloadBar;
  598.  
  599. /// <summary>
  600. /// 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
  601. /// </summary>
  602. public Life S_Life => L_Control.L_LifeBar.L_Life;
  603.  
  604. /// <summary>
  605. /// 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
  606. /// </summary>
  607. public LifeBar S_LifeBar => L_Control.L_LifeBar;
  608.  
  609. /// <summary>
  610. /// 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
  611. /// </summary>
  612. public ActivePropBg S_ActivePropBg => L_Control.L_ActivePropBar.L_ActivePropBg;
  613.  
  614. /// <summary>
  615. /// 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
  616. /// </summary>
  617. public ActivePropSprite S_ActivePropSprite => L_Control.L_ActivePropBar.L_ActivePropSprite;
  618.  
  619. /// <summary>
  620. /// 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
  621. /// </summary>
  622. public CooldownProgress S_CooldownProgress => L_Control.L_ActivePropBar.L_CooldownProgress;
  623.  
  624. /// <summary>
  625. /// 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
  626. /// </summary>
  627. public ActivePropCount S_ActivePropCount => L_Control.L_ActivePropBar.L_ActivePropCount;
  628.  
  629. /// <summary>
  630. /// 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
  631. /// </summary>
  632. public ActivePropPanel S_ActivePropPanel => L_Control.L_ActivePropBar.L_ActivePropPanel;
  633.  
  634. /// <summary>
  635. /// 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
  636. /// </summary>
  637. public ChargeProgressBar S_ChargeProgressBar => L_Control.L_ActivePropBar.L_ChargeProgressBar;
  638.  
  639. /// <summary>
  640. /// 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
  641. /// </summary>
  642. public ChargeProgress S_ChargeProgress => L_Control.L_ActivePropBar.L_ChargeProgress;
  643.  
  644. /// <summary>
  645. /// 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
  646. /// </summary>
  647. public ActivePropBar S_ActivePropBar => L_Control.L_ActivePropBar;
  648.  
  649. /// <summary>
  650. /// 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
  651. /// </summary>
  652. public WeaponSprite S_WeaponSprite => L_Control.L_WeaponBar.L_WeaponPanel.L_WeaponSprite;
  653.  
  654. /// <summary>
  655. /// 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
  656. /// </summary>
  657. public WeaponPanel S_WeaponPanel => L_Control.L_WeaponBar.L_WeaponPanel;
  658.  
  659. /// <summary>
  660. /// 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
  661. /// </summary>
  662. public AmmoCount S_AmmoCount => L_Control.L_WeaponBar.L_AmmoCount;
  663.  
  664. /// <summary>
  665. /// 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
  666. /// </summary>
  667. public WeaponBar S_WeaponBar => L_Control.L_WeaponBar;
  668.  
  669. /// <summary>
  670. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control
  671. /// </summary>
  672. public Control S_Control => L_Control;
  673.  
  674. /// <summary>
  675. /// 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
  676. /// </summary>
  677. public RoomMap S_RoomMap => L_RoomMap;
  678.  
  679. }