Newer
Older
DungeonShooting / DungeonShooting_Godot / src / game / ui / roomUI / RoomUI.cs
  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. /// <summary>
  61. /// 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
  62. /// </summary>
  63. public Mask L_Mask
  64. {
  65. get
  66. {
  67. if (_L_Mask == null) _L_Mask = new Mask((RoomUIPanel)this, GetNode<Godot.ColorRect>("Mask"));
  68. return _L_Mask;
  69. }
  70. }
  71. private Mask _L_Mask;
  72.  
  73.  
  74. public RoomUI() : base(nameof(RoomUI))
  75. {
  76. }
  77.  
  78. public sealed override void OnInitNestedUi()
  79. {
  80.  
  81. var inst1 = this;
  82. RecordNestedUi(inst1.L_RoomMap.Instance, null, UiManager.RecordType.Open);
  83. inst1.L_RoomMap.Instance.OnCreateUi();
  84. inst1.L_RoomMap.Instance.OnInitNestedUi();
  85.  
  86. }
  87.  
  88. /// <summary>
  89. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon
  90. /// </summary>
  91. public class Icon : UiNode<RoomUIPanel, Godot.TextureRect, Icon>
  92. {
  93. public Icon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  94. public override Icon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  95. }
  96.  
  97. /// <summary>
  98. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon
  99. /// </summary>
  100. public class InteractiveIcon : UiNode<RoomUIPanel, Godot.TextureRect, InteractiveIcon>
  101. {
  102. public InteractiveIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  103. public override InteractiveIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  104. }
  105.  
  106. /// <summary>
  107. /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D
  108. /// </summary>
  109. public class Line2D : UiNode<RoomUIPanel, Godot.Line2D, Line2D>
  110. {
  111. public Line2D(RoomUIPanel uiPanel, Godot.Line2D node) : base(uiPanel, node) { }
  112. public override Line2D Clone() => new (UiPanel, (Godot.Line2D)Instance.Duplicate());
  113. }
  114.  
  115. /// <summary>
  116. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel
  117. /// </summary>
  118. public class NameLabel : UiNode<RoomUIPanel, Godot.Label, NameLabel>
  119. {
  120. public NameLabel(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  121. public override NameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  122. }
  123.  
  124. /// <summary>
  125. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar
  126. /// </summary>
  127. public class InteractiveTipBar : UiNode<RoomUIPanel, Godot.Control, InteractiveTipBar>
  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.Icon
  131. /// </summary>
  132. public Icon L_Icon
  133. {
  134. get
  135. {
  136. if (_L_Icon == null) _L_Icon = new Icon(UiPanel, Instance.GetNode<Godot.TextureRect>("Icon"));
  137. return _L_Icon;
  138. }
  139. }
  140. private Icon _L_Icon;
  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.TextureRect"/>, 节点路径: RoomUI.InteractiveIcon
  144. /// </summary>
  145. public InteractiveIcon L_InteractiveIcon
  146. {
  147. get
  148. {
  149. if (_L_InteractiveIcon == null) _L_InteractiveIcon = new InteractiveIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("InteractiveIcon"));
  150. return _L_InteractiveIcon;
  151. }
  152. }
  153. private InteractiveIcon _L_InteractiveIcon;
  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.Line2D"/>, 节点路径: RoomUI.Line2D
  157. /// </summary>
  158. public Line2D L_Line2D
  159. {
  160. get
  161. {
  162. if (_L_Line2D == null) _L_Line2D = new Line2D(UiPanel, Instance.GetNode<Godot.Line2D>("Line2D"));
  163. return _L_Line2D;
  164. }
  165. }
  166. private Line2D _L_Line2D;
  167.  
  168. /// <summary>
  169. /// 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
  170. /// </summary>
  171. public NameLabel L_NameLabel
  172. {
  173. get
  174. {
  175. if (_L_NameLabel == null) _L_NameLabel = new NameLabel(UiPanel, Instance.GetNode<Godot.Label>("NameLabel"));
  176. return _L_NameLabel;
  177. }
  178. }
  179. private NameLabel _L_NameLabel;
  180.  
  181. public InteractiveTipBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  182. public override InteractiveTipBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  183. }
  184.  
  185. /// <summary>
  186. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block
  187. /// </summary>
  188. public class Block : UiNode<RoomUIPanel, Godot.Sprite2D, Block>
  189. {
  190. public Block(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  191. public override Block Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  192. }
  193.  
  194. /// <summary>
  195. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot
  196. /// </summary>
  197. public class Slot : UiNode<RoomUIPanel, Godot.TextureRect, Slot>
  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.Sprite2D"/>, 节点路径: RoomUI.ReloadBar.Block
  201. /// </summary>
  202. public Block L_Block
  203. {
  204. get
  205. {
  206. if (_L_Block == null) _L_Block = new Block(UiPanel, Instance.GetNode<Godot.Sprite2D>("Block"));
  207. return _L_Block;
  208. }
  209. }
  210. private Block _L_Block;
  211.  
  212. public Slot(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  213. public override Slot Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  214. }
  215.  
  216. /// <summary>
  217. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar
  218. /// </summary>
  219. public class ReloadBar : UiNode<RoomUIPanel, Godot.Control, ReloadBar>
  220. {
  221. /// <summary>
  222. /// 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
  223. /// </summary>
  224. public Slot L_Slot
  225. {
  226. get
  227. {
  228. if (_L_Slot == null) _L_Slot = new Slot(UiPanel, Instance.GetNode<Godot.TextureRect>("Slot"));
  229. return _L_Slot;
  230. }
  231. }
  232. private Slot _L_Slot;
  233.  
  234. public ReloadBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  235. public override ReloadBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  236. }
  237.  
  238. /// <summary>
  239. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life.LifeIcon
  240. /// </summary>
  241. public class LifeIcon : UiNode<RoomUIPanel, Godot.TextureRect, LifeIcon>
  242. {
  243. public LifeIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  244. public override LifeIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  245. }
  246.  
  247. /// <summary>
  248. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar.Life
  249. /// </summary>
  250. public class Life : UiNode<RoomUIPanel, Godot.Control, Life>
  251. {
  252. /// <summary>
  253. /// 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
  254. /// </summary>
  255. public LifeIcon L_LifeIcon
  256. {
  257. get
  258. {
  259. if (_L_LifeIcon == null) _L_LifeIcon = new LifeIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("LifeIcon"));
  260. return _L_LifeIcon;
  261. }
  262. }
  263. private LifeIcon _L_LifeIcon;
  264.  
  265. public Life(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  266. public override Life Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  267. }
  268.  
  269. /// <summary>
  270. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Gold.GoldIcon
  271. /// </summary>
  272. public class GoldIcon : UiNode<RoomUIPanel, Godot.TextureRect, GoldIcon>
  273. {
  274. public GoldIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  275. public override GoldIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  276. }
  277.  
  278. /// <summary>
  279. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.LifeBar.Gold.GoldText
  280. /// </summary>
  281. public class GoldText : UiNode<RoomUIPanel, Godot.Label, GoldText>
  282. {
  283. public GoldText(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  284. public override GoldText Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  285. }
  286.  
  287. /// <summary>
  288. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar.Gold
  289. /// </summary>
  290. public class Gold : UiNode<RoomUIPanel, Godot.Control, Gold>
  291. {
  292. /// <summary>
  293. /// 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
  294. /// </summary>
  295. public GoldIcon L_GoldIcon
  296. {
  297. get
  298. {
  299. if (_L_GoldIcon == null) _L_GoldIcon = new GoldIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("GoldIcon"));
  300. return _L_GoldIcon;
  301. }
  302. }
  303. private GoldIcon _L_GoldIcon;
  304.  
  305. /// <summary>
  306. /// 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
  307. /// </summary>
  308. public GoldText L_GoldText
  309. {
  310. get
  311. {
  312. if (_L_GoldText == null) _L_GoldText = new GoldText(UiPanel, Instance.GetNode<Godot.Label>("GoldText"));
  313. return _L_GoldText;
  314. }
  315. }
  316. private GoldText _L_GoldText;
  317.  
  318. public Gold(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  319. public override Gold Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  320. }
  321.  
  322. /// <summary>
  323. /// 类型: <see cref="Godot.VBoxContainer"/>, 路径: RoomUI.Control.LifeBar
  324. /// </summary>
  325. public class LifeBar : UiNode<RoomUIPanel, Godot.VBoxContainer, LifeBar>
  326. {
  327. /// <summary>
  328. /// 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
  329. /// </summary>
  330. public Life L_Life
  331. {
  332. get
  333. {
  334. if (_L_Life == null) _L_Life = new Life(UiPanel, Instance.GetNode<Godot.Control>("Life"));
  335. return _L_Life;
  336. }
  337. }
  338. private Life _L_Life;
  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.Control"/>, 节点路径: RoomUI.Control.Gold
  342. /// </summary>
  343. public Gold L_Gold
  344. {
  345. get
  346. {
  347. if (_L_Gold == null) _L_Gold = new Gold(UiPanel, Instance.GetNode<Godot.Control>("Gold"));
  348. return _L_Gold;
  349. }
  350. }
  351. private Gold _L_Gold;
  352.  
  353. public LifeBar(RoomUIPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { }
  354. public override LifeBar Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate());
  355. }
  356.  
  357. /// <summary>
  358. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg
  359. /// </summary>
  360. public class ActivePropBg : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropBg>
  361. {
  362. public ActivePropBg(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  363. public override ActivePropBg Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  364. }
  365.  
  366. /// <summary>
  367. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite
  368. /// </summary>
  369. public class ActivePropSprite : UiNode<RoomUIPanel, Godot.TextureRect, ActivePropSprite>
  370. {
  371. public ActivePropSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  372. public override ActivePropSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  373. }
  374.  
  375. /// <summary>
  376. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress
  377. /// </summary>
  378. public class CooldownProgress : UiNode<RoomUIPanel, Godot.Sprite2D, CooldownProgress>
  379. {
  380. public CooldownProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  381. public override CooldownProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  382. }
  383.  
  384. /// <summary>
  385. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount
  386. /// </summary>
  387. public class ActivePropCount : UiNode<RoomUIPanel, Godot.Label, ActivePropCount>
  388. {
  389. public ActivePropCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  390. public override ActivePropCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  391. }
  392.  
  393. /// <summary>
  394. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel
  395. /// </summary>
  396. public class ActivePropPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropPanel>
  397. {
  398. public ActivePropPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  399. public override ActivePropPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  400. }
  401.  
  402. /// <summary>
  403. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
  404. /// </summary>
  405. public class ChargeProgressBar : UiNode<RoomUIPanel, Godot.NinePatchRect, ChargeProgressBar>
  406. {
  407. public ChargeProgressBar(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  408. public override ChargeProgressBar Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  409. }
  410.  
  411. /// <summary>
  412. /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress
  413. /// </summary>
  414. public class ChargeProgress : UiNode<RoomUIPanel, Godot.Sprite2D, ChargeProgress>
  415. {
  416. public ChargeProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
  417. public override ChargeProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
  418. }
  419.  
  420. /// <summary>
  421. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar
  422. /// </summary>
  423. public class ActivePropBar : UiNode<RoomUIPanel, Godot.Control, ActivePropBar>
  424. {
  425. /// <summary>
  426. /// 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
  427. /// </summary>
  428. public ActivePropBg L_ActivePropBg
  429. {
  430. get
  431. {
  432. if (_L_ActivePropBg == null) _L_ActivePropBg = new ActivePropBg(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropBg"));
  433. return _L_ActivePropBg;
  434. }
  435. }
  436. private ActivePropBg _L_ActivePropBg;
  437.  
  438. /// <summary>
  439. /// 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
  440. /// </summary>
  441. public ActivePropSprite L_ActivePropSprite
  442. {
  443. get
  444. {
  445. if (_L_ActivePropSprite == null) _L_ActivePropSprite = new ActivePropSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("ActivePropSprite"));
  446. return _L_ActivePropSprite;
  447. }
  448. }
  449. private ActivePropSprite _L_ActivePropSprite;
  450.  
  451. /// <summary>
  452. /// 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
  453. /// </summary>
  454. public CooldownProgress L_CooldownProgress
  455. {
  456. get
  457. {
  458. if (_L_CooldownProgress == null) _L_CooldownProgress = new CooldownProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("CooldownProgress"));
  459. return _L_CooldownProgress;
  460. }
  461. }
  462. private CooldownProgress _L_CooldownProgress;
  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.Label"/>, 节点路径: RoomUI.Control.ActivePropCount
  466. /// </summary>
  467. public ActivePropCount L_ActivePropCount
  468. {
  469. get
  470. {
  471. if (_L_ActivePropCount == null) _L_ActivePropCount = new ActivePropCount(UiPanel, Instance.GetNode<Godot.Label>("ActivePropCount"));
  472. return _L_ActivePropCount;
  473. }
  474. }
  475. private ActivePropCount _L_ActivePropCount;
  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.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropPanel
  479. /// </summary>
  480. public ActivePropPanel L_ActivePropPanel
  481. {
  482. get
  483. {
  484. if (_L_ActivePropPanel == null) _L_ActivePropPanel = new ActivePropPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropPanel"));
  485. return _L_ActivePropPanel;
  486. }
  487. }
  488. private ActivePropPanel _L_ActivePropPanel;
  489.  
  490. /// <summary>
  491. /// 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
  492. /// </summary>
  493. public ChargeProgressBar L_ChargeProgressBar
  494. {
  495. get
  496. {
  497. if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new ChargeProgressBar(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ChargeProgressBar"));
  498. return _L_ChargeProgressBar;
  499. }
  500. }
  501. private ChargeProgressBar _L_ChargeProgressBar;
  502.  
  503. /// <summary>
  504. /// 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
  505. /// </summary>
  506. public ChargeProgress L_ChargeProgress
  507. {
  508. get
  509. {
  510. if (_L_ChargeProgress == null) _L_ChargeProgress = new ChargeProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("ChargeProgress"));
  511. return _L_ChargeProgress;
  512. }
  513. }
  514. private ChargeProgress _L_ChargeProgress;
  515.  
  516. public ActivePropBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  517. public override ActivePropBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  518. }
  519.  
  520. /// <summary>
  521. /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
  522. /// </summary>
  523. public class WeaponSprite : UiNode<RoomUIPanel, Godot.TextureRect, WeaponSprite>
  524. {
  525. public WeaponSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
  526. public override WeaponSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
  527. }
  528.  
  529. /// <summary>
  530. /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel
  531. /// </summary>
  532. public class WeaponPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, WeaponPanel>
  533. {
  534. /// <summary>
  535. /// 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
  536. /// </summary>
  537. public WeaponSprite L_WeaponSprite
  538. {
  539. get
  540. {
  541. if (_L_WeaponSprite == null) _L_WeaponSprite = new WeaponSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("WeaponSprite"));
  542. return _L_WeaponSprite;
  543. }
  544. }
  545. private WeaponSprite _L_WeaponSprite;
  546.  
  547. public WeaponPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
  548. public override WeaponPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
  549. }
  550.  
  551. /// <summary>
  552. /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount
  553. /// </summary>
  554. public class AmmoCount : UiNode<RoomUIPanel, Godot.Label, AmmoCount>
  555. {
  556. public AmmoCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
  557. public override AmmoCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
  558. }
  559.  
  560. /// <summary>
  561. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar
  562. /// </summary>
  563. public class WeaponBar : UiNode<RoomUIPanel, Godot.Control, WeaponBar>
  564. {
  565. /// <summary>
  566. /// 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
  567. /// </summary>
  568. public WeaponPanel L_WeaponPanel
  569. {
  570. get
  571. {
  572. if (_L_WeaponPanel == null) _L_WeaponPanel = new WeaponPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("WeaponPanel"));
  573. return _L_WeaponPanel;
  574. }
  575. }
  576. private WeaponPanel _L_WeaponPanel;
  577.  
  578. /// <summary>
  579. /// 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
  580. /// </summary>
  581. public AmmoCount L_AmmoCount
  582. {
  583. get
  584. {
  585. if (_L_AmmoCount == null) _L_AmmoCount = new AmmoCount(UiPanel, Instance.GetNode<Godot.Label>("AmmoCount"));
  586. return _L_AmmoCount;
  587. }
  588. }
  589. private AmmoCount _L_AmmoCount;
  590.  
  591. public WeaponBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  592. public override WeaponBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  593. }
  594.  
  595. /// <summary>
  596. /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
  597. /// </summary>
  598. public class Control : UiNode<RoomUIPanel, Godot.Control, Control>
  599. {
  600. /// <summary>
  601. /// 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
  602. /// </summary>
  603. public LifeBar L_LifeBar
  604. {
  605. get
  606. {
  607. if (_L_LifeBar == null) _L_LifeBar = new LifeBar(UiPanel, Instance.GetNode<Godot.VBoxContainer>("LifeBar"));
  608. return _L_LifeBar;
  609. }
  610. }
  611. private LifeBar _L_LifeBar;
  612.  
  613. /// <summary>
  614. /// 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
  615. /// </summary>
  616. public ActivePropBar L_ActivePropBar
  617. {
  618. get
  619. {
  620. if (_L_ActivePropBar == null) _L_ActivePropBar = new ActivePropBar(UiPanel, Instance.GetNode<Godot.Control>("ActivePropBar"));
  621. return _L_ActivePropBar;
  622. }
  623. }
  624. private ActivePropBar _L_ActivePropBar;
  625.  
  626. /// <summary>
  627. /// 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
  628. /// </summary>
  629. public WeaponBar L_WeaponBar
  630. {
  631. get
  632. {
  633. if (_L_WeaponBar == null) _L_WeaponBar = new WeaponBar(UiPanel, Instance.GetNode<Godot.Control>("WeaponBar"));
  634. return _L_WeaponBar;
  635. }
  636. }
  637. private WeaponBar _L_WeaponBar;
  638.  
  639. public Control(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
  640. public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
  641. }
  642.  
  643. /// <summary>
  644. /// 类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 路径: RoomUI.RoomMap
  645. /// </summary>
  646. public class RoomMap : UiNode<RoomUIPanel, UI.RoomMap.RoomMapPanel, RoomMap>
  647. {
  648. public RoomMap(RoomUIPanel uiPanel, UI.RoomMap.RoomMapPanel node) : base(uiPanel, node) { }
  649. public override RoomMap Clone()
  650. {
  651. var uiNode = new RoomMap(UiPanel, (UI.RoomMap.RoomMapPanel)Instance.Duplicate());
  652. UiPanel.RecordNestedUi(uiNode.Instance, this, UiManager.RecordType.Open);
  653. uiNode.Instance.OnCreateUi();
  654. uiNode.Instance.OnInitNestedUi();
  655. return uiNode;
  656. }
  657. }
  658.  
  659. /// <summary>
  660. /// 类型: <see cref="Godot.ColorRect"/>, 路径: RoomUI.Mask
  661. /// </summary>
  662. public class Mask : UiNode<RoomUIPanel, Godot.ColorRect, Mask>
  663. {
  664. public Mask(RoomUIPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
  665. public override Mask Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
  666. }
  667.  
  668.  
  669. /// <summary>
  670. /// 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
  671. /// </summary>
  672. public Icon S_Icon => L_InteractiveTipBar.L_Icon;
  673.  
  674. /// <summary>
  675. /// 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
  676. /// </summary>
  677. public InteractiveIcon S_InteractiveIcon => L_InteractiveTipBar.L_InteractiveIcon;
  678.  
  679. /// <summary>
  680. /// 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
  681. /// </summary>
  682. public Line2D S_Line2D => L_InteractiveTipBar.L_Line2D;
  683.  
  684. /// <summary>
  685. /// 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
  686. /// </summary>
  687. public NameLabel S_NameLabel => L_InteractiveTipBar.L_NameLabel;
  688.  
  689. /// <summary>
  690. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar
  691. /// </summary>
  692. public InteractiveTipBar S_InteractiveTipBar => L_InteractiveTipBar;
  693.  
  694. /// <summary>
  695. /// 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
  696. /// </summary>
  697. public Block S_Block => L_ReloadBar.L_Slot.L_Block;
  698.  
  699. /// <summary>
  700. /// 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
  701. /// </summary>
  702. public Slot S_Slot => L_ReloadBar.L_Slot;
  703.  
  704. /// <summary>
  705. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.ReloadBar
  706. /// </summary>
  707. public ReloadBar S_ReloadBar => L_ReloadBar;
  708.  
  709. /// <summary>
  710. /// 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
  711. /// </summary>
  712. public LifeIcon S_LifeIcon => L_Control.L_LifeBar.L_Life.L_LifeIcon;
  713.  
  714. /// <summary>
  715. /// 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
  716. /// </summary>
  717. public Life S_Life => L_Control.L_LifeBar.L_Life;
  718.  
  719. /// <summary>
  720. /// 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
  721. /// </summary>
  722. public GoldIcon S_GoldIcon => L_Control.L_LifeBar.L_Gold.L_GoldIcon;
  723.  
  724. /// <summary>
  725. /// 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
  726. /// </summary>
  727. public GoldText S_GoldText => L_Control.L_LifeBar.L_Gold.L_GoldText;
  728.  
  729. /// <summary>
  730. /// 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
  731. /// </summary>
  732. public Gold S_Gold => L_Control.L_LifeBar.L_Gold;
  733.  
  734. /// <summary>
  735. /// 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
  736. /// </summary>
  737. public LifeBar S_LifeBar => L_Control.L_LifeBar;
  738.  
  739. /// <summary>
  740. /// 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
  741. /// </summary>
  742. public ActivePropBg S_ActivePropBg => L_Control.L_ActivePropBar.L_ActivePropBg;
  743.  
  744. /// <summary>
  745. /// 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
  746. /// </summary>
  747. public ActivePropSprite S_ActivePropSprite => L_Control.L_ActivePropBar.L_ActivePropSprite;
  748.  
  749. /// <summary>
  750. /// 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
  751. /// </summary>
  752. public CooldownProgress S_CooldownProgress => L_Control.L_ActivePropBar.L_CooldownProgress;
  753.  
  754. /// <summary>
  755. /// 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
  756. /// </summary>
  757. public ActivePropCount S_ActivePropCount => L_Control.L_ActivePropBar.L_ActivePropCount;
  758.  
  759. /// <summary>
  760. /// 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
  761. /// </summary>
  762. public ActivePropPanel S_ActivePropPanel => L_Control.L_ActivePropBar.L_ActivePropPanel;
  763.  
  764. /// <summary>
  765. /// 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
  766. /// </summary>
  767. public ChargeProgressBar S_ChargeProgressBar => L_Control.L_ActivePropBar.L_ChargeProgressBar;
  768.  
  769. /// <summary>
  770. /// 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
  771. /// </summary>
  772. public ChargeProgress S_ChargeProgress => L_Control.L_ActivePropBar.L_ChargeProgress;
  773.  
  774. /// <summary>
  775. /// 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
  776. /// </summary>
  777. public ActivePropBar S_ActivePropBar => L_Control.L_ActivePropBar;
  778.  
  779. /// <summary>
  780. /// 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
  781. /// </summary>
  782. public WeaponSprite S_WeaponSprite => L_Control.L_WeaponBar.L_WeaponPanel.L_WeaponSprite;
  783.  
  784. /// <summary>
  785. /// 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
  786. /// </summary>
  787. public WeaponPanel S_WeaponPanel => L_Control.L_WeaponBar.L_WeaponPanel;
  788.  
  789. /// <summary>
  790. /// 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
  791. /// </summary>
  792. public AmmoCount S_AmmoCount => L_Control.L_WeaponBar.L_AmmoCount;
  793.  
  794. /// <summary>
  795. /// 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
  796. /// </summary>
  797. public WeaponBar S_WeaponBar => L_Control.L_WeaponBar;
  798.  
  799. /// <summary>
  800. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control
  801. /// </summary>
  802. public Control S_Control => L_Control;
  803.  
  804. /// <summary>
  805. /// 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
  806. /// </summary>
  807. public RoomMap S_RoomMap => L_RoomMap;
  808.  
  809. /// <summary>
  810. /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: RoomUI.Mask
  811. /// </summary>
  812. public Mask S_Mask => L_Mask;
  813.  
  814. }