using Godot; using Godot.NativeInterop; partial class AbstractGenericNode { #pragma warning disable CS0109 // Disable warning about redundant 'new' keyword /// /// Cached StringNames for the properties and fields contained in this class, for fast lookup. /// public new class PropertyName : global::Godot.Node.PropertyName { /// /// Cached name for the 'MyArray' property. /// public new static readonly global::Godot.StringName @MyArray = "MyArray"; } /// [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value) { if (name == PropertyName.@MyArray) { this.@MyArray = global::Godot.NativeInterop.VariantUtils.ConvertToArray(value); return true; } return base.SetGodotClassPropertyValue(name, value); } /// [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value) { if (name == PropertyName.@MyArray) { value = global::Godot.NativeInterop.VariantUtils.CreateFromArray(this.@MyArray); return true; } return base.GetGodotClassPropertyValue(name, out value); } /// /// Get the property information for all the properties declared in this class. /// This method is used by Redot to register the available properties in the editor. /// Do not call this method. /// [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] internal new static global::System.Collections.Generic.List GetGodotPropertyList() { var properties = new global::System.Collections.Generic.List(); properties.Add(new(type: (global::Godot.Variant.Type)28, name: PropertyName.@MyArray, hint: (global::Godot.PropertyHint)0, hintString: "", usage: (global::Godot.PropertyUsageFlags)4102, exported: true)); return properties; } #pragma warning restore CS0109 }