- namespace UI.RoomUI;
-
- /// <summary>
- /// Ui代码, 该类是根据ui场景自动生成的, 请不要手动编辑该类, 以免造成代码丢失
- /// </summary>
- public abstract partial class RoomUI : UiBase
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar
- /// </summary>
- public InteractiveTipBar L_InteractiveTipBar
- {
- get
- {
- if (_L_InteractiveTipBar == null) _L_InteractiveTipBar = new InteractiveTipBar((RoomUIPanel)this, GetNode<Godot.Control>("InteractiveTipBar"));
- return _L_InteractiveTipBar;
- }
- }
- private InteractiveTipBar _L_InteractiveTipBar;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.ReloadBar
- /// </summary>
- public ReloadBar L_ReloadBar
- {
- get
- {
- if (_L_ReloadBar == null) _L_ReloadBar = new ReloadBar((RoomUIPanel)this, GetNode<Godot.Control>("ReloadBar"));
- return _L_ReloadBar;
- }
- }
- private ReloadBar _L_ReloadBar;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control
- /// </summary>
- public Control L_Control
- {
- get
- {
- if (_L_Control == null) _L_Control = new Control((RoomUIPanel)this, GetNode<Godot.Control>("Control"));
- return _L_Control;
- }
- }
- private Control _L_Control;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 节点路径: RoomUI.RoomMap
- /// </summary>
- public RoomMap L_RoomMap
- {
- get
- {
- if (_L_RoomMap == null) _L_RoomMap = new RoomMap((RoomUIPanel)this, GetNode<UI.RoomMap.RoomMapPanel>("RoomMap"));
- return _L_RoomMap;
- }
- }
- private RoomMap _L_RoomMap;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: RoomUI.Mask
- /// </summary>
- public Mask L_Mask
- {
- get
- {
- if (_L_Mask == null) _L_Mask = new Mask((RoomUIPanel)this, GetNode<Godot.ColorRect>("Mask"));
- return _L_Mask;
- }
- }
- private Mask _L_Mask;
-
-
- public RoomUI() : base(nameof(RoomUI))
- {
- }
-
- public sealed override void OnInitNestedUi()
- {
-
- var inst1 = this;
- RecordNestedUi(inst1.L_RoomMap.Instance, null, UiManager.RecordType.Open);
- inst1.L_RoomMap.Instance.OnCreateUi();
- inst1.L_RoomMap.Instance.OnInitNestedUi();
-
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.Icon
- /// </summary>
- public class Icon : UiNode<RoomUIPanel, Godot.TextureRect, Icon>
- {
- public Icon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
- public override Icon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.InteractiveTipBar.InteractiveIcon
- /// </summary>
- public class InteractiveIcon : UiNode<RoomUIPanel, Godot.TextureRect, InteractiveIcon>
- {
- public InteractiveIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
- public override InteractiveIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Line2D"/>, 路径: RoomUI.InteractiveTipBar.Line2D
- /// </summary>
- public class Line2D : UiNode<RoomUIPanel, Godot.Line2D, Line2D>
- {
- public Line2D(RoomUIPanel uiPanel, Godot.Line2D node) : base(uiPanel, node) { }
- public override Line2D Clone() => new (UiPanel, (Godot.Line2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.InteractiveTipBar.NameLabel
- /// </summary>
- public class NameLabel : UiNode<RoomUIPanel, Godot.Label, NameLabel>
- {
- public NameLabel(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override NameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.InteractiveTipBar
- /// </summary>
- public class InteractiveTipBar : UiNode<RoomUIPanel, Godot.Control, InteractiveTipBar>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Icon
- /// </summary>
- public Icon L_Icon
- {
- get
- {
- if (_L_Icon == null) _L_Icon = new Icon(UiPanel, Instance.GetNode<Godot.TextureRect>("Icon"));
- return _L_Icon;
- }
- }
- private Icon _L_Icon;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.InteractiveIcon
- /// </summary>
- public InteractiveIcon L_InteractiveIcon
- {
- get
- {
- if (_L_InteractiveIcon == null) _L_InteractiveIcon = new InteractiveIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("InteractiveIcon"));
- return _L_InteractiveIcon;
- }
- }
- private InteractiveIcon _L_InteractiveIcon;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Line2D"/>, 节点路径: RoomUI.Line2D
- /// </summary>
- public Line2D L_Line2D
- {
- get
- {
- if (_L_Line2D == null) _L_Line2D = new Line2D(UiPanel, Instance.GetNode<Godot.Line2D>("Line2D"));
- return _L_Line2D;
- }
- }
- private Line2D _L_Line2D;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.NameLabel
- /// </summary>
- public NameLabel L_NameLabel
- {
- get
- {
- if (_L_NameLabel == null) _L_NameLabel = new NameLabel(UiPanel, Instance.GetNode<Godot.Label>("NameLabel"));
- return _L_NameLabel;
- }
- }
- private NameLabel _L_NameLabel;
-
- public InteractiveTipBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override InteractiveTipBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.ReloadBar.Slot.Block
- /// </summary>
- public class Block : UiNode<RoomUIPanel, Godot.Sprite2D, Block>
- {
- public Block(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
- public override Block Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.ReloadBar.Slot
- /// </summary>
- public class Slot : UiNode<RoomUIPanel, Godot.TextureRect, Slot>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.ReloadBar.Block
- /// </summary>
- public Block L_Block
- {
- get
- {
- if (_L_Block == null) _L_Block = new Block(UiPanel, Instance.GetNode<Godot.Sprite2D>("Block"));
- return _L_Block;
- }
- }
- private Block _L_Block;
-
- public Slot(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
- public override Slot Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.ReloadBar
- /// </summary>
- public class ReloadBar : UiNode<RoomUIPanel, Godot.Control, ReloadBar>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Slot
- /// </summary>
- public Slot L_Slot
- {
- get
- {
- if (_L_Slot == null) _L_Slot = new Slot(UiPanel, Instance.GetNode<Godot.TextureRect>("Slot"));
- return _L_Slot;
- }
- }
- private Slot _L_Slot;
-
- public ReloadBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override ReloadBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Life.LifeIcon
- /// </summary>
- public class LifeIcon : UiNode<RoomUIPanel, Godot.TextureRect, LifeIcon>
- {
- public LifeIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
- public override LifeIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar.Life
- /// </summary>
- public class Life : UiNode<RoomUIPanel, Godot.Control, Life>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.LifeBar.LifeIcon
- /// </summary>
- public LifeIcon L_LifeIcon
- {
- get
- {
- if (_L_LifeIcon == null) _L_LifeIcon = new LifeIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("LifeIcon"));
- return _L_LifeIcon;
- }
- }
- private LifeIcon _L_LifeIcon;
-
- public Life(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override Life Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.LifeBar.Gold.GoldIcon
- /// </summary>
- public class GoldIcon : UiNode<RoomUIPanel, Godot.TextureRect, GoldIcon>
- {
- public GoldIcon(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
- public override GoldIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.LifeBar.Gold.GoldText
- /// </summary>
- public class GoldText : UiNode<RoomUIPanel, Godot.Label, GoldText>
- {
- public GoldText(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override GoldText Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.LifeBar.Gold
- /// </summary>
- public class Gold : UiNode<RoomUIPanel, Godot.Control, Gold>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.LifeBar.GoldIcon
- /// </summary>
- public GoldIcon L_GoldIcon
- {
- get
- {
- if (_L_GoldIcon == null) _L_GoldIcon = new GoldIcon(UiPanel, Instance.GetNode<Godot.TextureRect>("GoldIcon"));
- return _L_GoldIcon;
- }
- }
- private GoldIcon _L_GoldIcon;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.LifeBar.GoldText
- /// </summary>
- public GoldText L_GoldText
- {
- get
- {
- if (_L_GoldText == null) _L_GoldText = new GoldText(UiPanel, Instance.GetNode<Godot.Label>("GoldText"));
- return _L_GoldText;
- }
- }
- private GoldText _L_GoldText;
-
- public Gold(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override Gold Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.VBoxContainer"/>, 路径: RoomUI.Control.LifeBar
- /// </summary>
- public class LifeBar : UiNode<RoomUIPanel, Godot.VBoxContainer, LifeBar>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.Life
- /// </summary>
- public Life L_Life
- {
- get
- {
- if (_L_Life == null) _L_Life = new Life(UiPanel, Instance.GetNode<Godot.Control>("Life"));
- return _L_Life;
- }
- }
- private Life _L_Life;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.Gold
- /// </summary>
- public Gold L_Gold
- {
- get
- {
- if (_L_Gold == null) _L_Gold = new Gold(UiPanel, Instance.GetNode<Godot.Control>("Gold"));
- return _L_Gold;
- }
- }
- private Gold _L_Gold;
-
- public LifeBar(RoomUIPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { }
- public override LifeBar Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropBg
- /// </summary>
- public class ActivePropBg : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropBg>
- {
- public ActivePropBg(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
- public override ActivePropBg Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropSprite
- /// </summary>
- public class ActivePropSprite : UiNode<RoomUIPanel, Godot.TextureRect, ActivePropSprite>
- {
- public ActivePropSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
- public override ActivePropSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.CooldownProgress
- /// </summary>
- public class CooldownProgress : UiNode<RoomUIPanel, Godot.Sprite2D, CooldownProgress>
- {
- public CooldownProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
- public override CooldownProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropCount
- /// </summary>
- public class ActivePropCount : UiNode<RoomUIPanel, Godot.Label, ActivePropCount>
- {
- public ActivePropCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override ActivePropCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ActivePropPanel
- /// </summary>
- public class ActivePropPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, ActivePropPanel>
- {
- public ActivePropPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
- public override ActivePropPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
- /// </summary>
- public class ChargeProgressBar : UiNode<RoomUIPanel, Godot.NinePatchRect, ChargeProgressBar>
- {
- public ChargeProgressBar(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
- public override ChargeProgressBar Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Sprite2D"/>, 路径: RoomUI.Control.ActivePropBar.ChargeProgress
- /// </summary>
- public class ChargeProgress : UiNode<RoomUIPanel, Godot.Sprite2D, ChargeProgress>
- {
- public ChargeProgress(RoomUIPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { }
- public override ChargeProgress Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.ActivePropBar
- /// </summary>
- public class ActivePropBar : UiNode<RoomUIPanel, Godot.Control, ActivePropBar>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBg
- /// </summary>
- public ActivePropBg L_ActivePropBg
- {
- get
- {
- if (_L_ActivePropBg == null) _L_ActivePropBg = new ActivePropBg(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropBg"));
- return _L_ActivePropBg;
- }
- }
- private ActivePropBg _L_ActivePropBg;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.ActivePropSprite
- /// </summary>
- public ActivePropSprite L_ActivePropSprite
- {
- get
- {
- if (_L_ActivePropSprite == null) _L_ActivePropSprite = new ActivePropSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("ActivePropSprite"));
- return _L_ActivePropSprite;
- }
- }
- private ActivePropSprite _L_ActivePropSprite;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.Control.CooldownProgress
- /// </summary>
- public CooldownProgress L_CooldownProgress
- {
- get
- {
- if (_L_CooldownProgress == null) _L_CooldownProgress = new CooldownProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("CooldownProgress"));
- return _L_CooldownProgress;
- }
- }
- private CooldownProgress _L_CooldownProgress;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.ActivePropCount
- /// </summary>
- public ActivePropCount L_ActivePropCount
- {
- get
- {
- if (_L_ActivePropCount == null) _L_ActivePropCount = new ActivePropCount(UiPanel, Instance.GetNode<Godot.Label>("ActivePropCount"));
- return _L_ActivePropCount;
- }
- }
- private ActivePropCount _L_ActivePropCount;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropPanel
- /// </summary>
- public ActivePropPanel L_ActivePropPanel
- {
- get
- {
- if (_L_ActivePropPanel == null) _L_ActivePropPanel = new ActivePropPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ActivePropPanel"));
- return _L_ActivePropPanel;
- }
- }
- private ActivePropPanel _L_ActivePropPanel;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ChargeProgressBar
- /// </summary>
- public ChargeProgressBar L_ChargeProgressBar
- {
- get
- {
- if (_L_ChargeProgressBar == null) _L_ChargeProgressBar = new ChargeProgressBar(UiPanel, Instance.GetNode<Godot.NinePatchRect>("ChargeProgressBar"));
- return _L_ChargeProgressBar;
- }
- }
- private ChargeProgressBar _L_ChargeProgressBar;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.Control.ChargeProgress
- /// </summary>
- public ChargeProgress L_ChargeProgress
- {
- get
- {
- if (_L_ChargeProgress == null) _L_ChargeProgress = new ChargeProgress(UiPanel, Instance.GetNode<Godot.Sprite2D>("ChargeProgress"));
- return _L_ChargeProgress;
- }
- }
- private ChargeProgress _L_ChargeProgress;
-
- public ActivePropBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override ActivePropBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.TextureRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
- /// </summary>
- public class WeaponSprite : UiNode<RoomUIPanel, Godot.TextureRect, WeaponSprite>
- {
- public WeaponSprite(RoomUIPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { }
- public override WeaponSprite Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.NinePatchRect"/>, 路径: RoomUI.Control.WeaponBar.WeaponPanel
- /// </summary>
- public class WeaponPanel : UiNode<RoomUIPanel, Godot.NinePatchRect, WeaponPanel>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponSprite
- /// </summary>
- public WeaponSprite L_WeaponSprite
- {
- get
- {
- if (_L_WeaponSprite == null) _L_WeaponSprite = new WeaponSprite(UiPanel, Instance.GetNode<Godot.TextureRect>("WeaponSprite"));
- return _L_WeaponSprite;
- }
- }
- private WeaponSprite _L_WeaponSprite;
-
- public WeaponPanel(RoomUIPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { }
- public override WeaponPanel Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Label"/>, 路径: RoomUI.Control.WeaponBar.AmmoCount
- /// </summary>
- public class AmmoCount : UiNode<RoomUIPanel, Godot.Label, AmmoCount>
- {
- public AmmoCount(RoomUIPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
- public override AmmoCount Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control.WeaponBar
- /// </summary>
- public class WeaponBar : UiNode<RoomUIPanel, Godot.Control, WeaponBar>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.WeaponPanel
- /// </summary>
- public WeaponPanel L_WeaponPanel
- {
- get
- {
- if (_L_WeaponPanel == null) _L_WeaponPanel = new WeaponPanel(UiPanel, Instance.GetNode<Godot.NinePatchRect>("WeaponPanel"));
- return _L_WeaponPanel;
- }
- }
- private WeaponPanel _L_WeaponPanel;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.AmmoCount
- /// </summary>
- public AmmoCount L_AmmoCount
- {
- get
- {
- if (_L_AmmoCount == null) _L_AmmoCount = new AmmoCount(UiPanel, Instance.GetNode<Godot.Label>("AmmoCount"));
- return _L_AmmoCount;
- }
- }
- private AmmoCount _L_AmmoCount;
-
- public WeaponBar(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override WeaponBar Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.Control"/>, 路径: RoomUI.Control
- /// </summary>
- public class Control : UiNode<RoomUIPanel, Godot.Control, Control>
- {
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: RoomUI.LifeBar
- /// </summary>
- public LifeBar L_LifeBar
- {
- get
- {
- if (_L_LifeBar == null) _L_LifeBar = new LifeBar(UiPanel, Instance.GetNode<Godot.VBoxContainer>("LifeBar"));
- return _L_LifeBar;
- }
- }
- private LifeBar _L_LifeBar;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.ActivePropBar
- /// </summary>
- public ActivePropBar L_ActivePropBar
- {
- get
- {
- if (_L_ActivePropBar == null) _L_ActivePropBar = new ActivePropBar(UiPanel, Instance.GetNode<Godot.Control>("ActivePropBar"));
- return _L_ActivePropBar;
- }
- }
- private ActivePropBar _L_ActivePropBar;
-
- /// <summary>
- /// 使用 Instance 属性获取当前节点实例对象, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.WeaponBar
- /// </summary>
- public WeaponBar L_WeaponBar
- {
- get
- {
- if (_L_WeaponBar == null) _L_WeaponBar = new WeaponBar(UiPanel, Instance.GetNode<Godot.Control>("WeaponBar"));
- return _L_WeaponBar;
- }
- }
- private WeaponBar _L_WeaponBar;
-
- public Control(RoomUIPanel uiPanel, Godot.Control node) : base(uiPanel, node) { }
- public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate());
- }
-
- /// <summary>
- /// 类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 路径: RoomUI.RoomMap
- /// </summary>
- public class RoomMap : UiNode<RoomUIPanel, UI.RoomMap.RoomMapPanel, RoomMap>
- {
- public RoomMap(RoomUIPanel uiPanel, UI.RoomMap.RoomMapPanel node) : base(uiPanel, node) { }
- public override RoomMap Clone()
- {
- var uiNode = new RoomMap(UiPanel, (UI.RoomMap.RoomMapPanel)Instance.Duplicate());
- UiPanel.RecordNestedUi(uiNode.Instance, this, UiManager.RecordType.Open);
- uiNode.Instance.OnCreateUi();
- uiNode.Instance.OnInitNestedUi();
- return uiNode;
- }
- }
-
- /// <summary>
- /// 类型: <see cref="Godot.ColorRect"/>, 路径: RoomUI.Mask
- /// </summary>
- public class Mask : UiNode<RoomUIPanel, Godot.ColorRect, Mask>
- {
- public Mask(RoomUIPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
- public override Mask Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
- }
-
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.InteractiveTipBar.Icon
- /// </summary>
- public Icon S_Icon => L_InteractiveTipBar.L_Icon;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.InteractiveTipBar.InteractiveIcon
- /// </summary>
- public InteractiveIcon S_InteractiveIcon => L_InteractiveTipBar.L_InteractiveIcon;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Line2D"/>, 节点路径: RoomUI.InteractiveTipBar.Line2D
- /// </summary>
- public Line2D S_Line2D => L_InteractiveTipBar.L_Line2D;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.InteractiveTipBar.NameLabel
- /// </summary>
- public NameLabel S_NameLabel => L_InteractiveTipBar.L_NameLabel;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.InteractiveTipBar
- /// </summary>
- public InteractiveTipBar S_InteractiveTipBar => L_InteractiveTipBar;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.ReloadBar.Slot.Block
- /// </summary>
- public Block S_Block => L_ReloadBar.L_Slot.L_Block;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.ReloadBar.Slot
- /// </summary>
- public Slot S_Slot => L_ReloadBar.L_Slot;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.ReloadBar
- /// </summary>
- public ReloadBar S_ReloadBar => L_ReloadBar;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.LifeBar.Life.LifeIcon
- /// </summary>
- public LifeIcon S_LifeIcon => L_Control.L_LifeBar.L_Life.L_LifeIcon;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.LifeBar.Life
- /// </summary>
- public Life S_Life => L_Control.L_LifeBar.L_Life;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.LifeBar.Gold.GoldIcon
- /// </summary>
- public GoldIcon S_GoldIcon => L_Control.L_LifeBar.L_Gold.L_GoldIcon;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.LifeBar.Gold.GoldText
- /// </summary>
- public GoldText S_GoldText => L_Control.L_LifeBar.L_Gold.L_GoldText;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.LifeBar.Gold
- /// </summary>
- public Gold S_Gold => L_Control.L_LifeBar.L_Gold;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.VBoxContainer"/>, 节点路径: RoomUI.Control.LifeBar
- /// </summary>
- public LifeBar S_LifeBar => L_Control.L_LifeBar;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropBg
- /// </summary>
- public ActivePropBg S_ActivePropBg => L_Control.L_ActivePropBar.L_ActivePropBg;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropSprite
- /// </summary>
- public ActivePropSprite S_ActivePropSprite => L_Control.L_ActivePropBar.L_ActivePropSprite;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.Control.ActivePropBar.CooldownProgress
- /// </summary>
- public CooldownProgress S_CooldownProgress => L_Control.L_ActivePropBar.L_CooldownProgress;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropCount
- /// </summary>
- public ActivePropCount S_ActivePropCount => L_Control.L_ActivePropBar.L_ActivePropCount;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ActivePropPanel
- /// </summary>
- public ActivePropPanel S_ActivePropPanel => L_Control.L_ActivePropBar.L_ActivePropPanel;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.ActivePropBar.ChargeProgressBar
- /// </summary>
- public ChargeProgressBar S_ChargeProgressBar => L_Control.L_ActivePropBar.L_ChargeProgressBar;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Sprite2D"/>, 节点路径: RoomUI.Control.ActivePropBar.ChargeProgress
- /// </summary>
- public ChargeProgress S_ChargeProgress => L_Control.L_ActivePropBar.L_ChargeProgress;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.ActivePropBar
- /// </summary>
- public ActivePropBar S_ActivePropBar => L_Control.L_ActivePropBar;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.TextureRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponPanel.WeaponSprite
- /// </summary>
- public WeaponSprite S_WeaponSprite => L_Control.L_WeaponBar.L_WeaponPanel.L_WeaponSprite;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.NinePatchRect"/>, 节点路径: RoomUI.Control.WeaponBar.WeaponPanel
- /// </summary>
- public WeaponPanel S_WeaponPanel => L_Control.L_WeaponBar.L_WeaponPanel;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Label"/>, 节点路径: RoomUI.Control.WeaponBar.AmmoCount
- /// </summary>
- public AmmoCount S_AmmoCount => L_Control.L_WeaponBar.L_AmmoCount;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control.WeaponBar
- /// </summary>
- public WeaponBar S_WeaponBar => L_Control.L_WeaponBar;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.Control"/>, 节点路径: RoomUI.Control
- /// </summary>
- public Control S_Control => L_Control;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="UI.RoomMap.RoomMapPanel"/>, 节点路径: RoomUI.RoomMap
- /// </summary>
- public RoomMap S_RoomMap => L_RoomMap;
-
- /// <summary>
- /// 场景中唯一名称的节点, 节点类型: <see cref="Godot.ColorRect"/>, 节点路径: RoomUI.Mask
- /// </summary>
- public Mask S_Mask => L_Mask;
-
- }