partial class ExportedProperties { #pragma warning disable CS0109 // Disable warning about redundant 'new' keyword #if TOOLS /// /// Get the default values for all properties declared in this class. /// This method is used by Redot to determine the value that will be /// used by the inspector when resetting properties. /// Do not call this method. /// [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] internal new static global::System.Collections.Generic.Dictionary GetGodotPropertyDefaultValues() { var values = new global::System.Collections.Generic.Dictionary(64); string __NotGenerateComplexLamdaProperty_default_value = default; values.Add(PropertyName.@NotGenerateComplexLamdaProperty, global::Godot.Variant.From(__NotGenerateComplexLamdaProperty_default_value)); string __NotGenerateLamdaNoFieldProperty_default_value = default; values.Add(PropertyName.@NotGenerateLamdaNoFieldProperty, global::Godot.Variant.From(__NotGenerateLamdaNoFieldProperty_default_value)); string __NotGenerateComplexReturnProperty_default_value = default; values.Add(PropertyName.@NotGenerateComplexReturnProperty, global::Godot.Variant.From(__NotGenerateComplexReturnProperty_default_value)); string __NotGenerateReturnsProperty_default_value = default; values.Add(PropertyName.@NotGenerateReturnsProperty, global::Godot.Variant.From(__NotGenerateReturnsProperty_default_value)); string __FullPropertyString_default_value = "FullPropertyString"; values.Add(PropertyName.@FullPropertyString, global::Godot.Variant.From(__FullPropertyString_default_value)); string __FullPropertyString_Complex_default_value = new string("FullPropertyString_Complex") + global::System.Convert.ToInt32("1"); values.Add(PropertyName.@FullPropertyString_Complex, global::Godot.Variant.From(__FullPropertyString_Complex_default_value)); string __LamdaPropertyString_default_value = "LamdaPropertyString"; values.Add(PropertyName.@LamdaPropertyString, global::Godot.Variant.From(__LamdaPropertyString_default_value)); bool __PropertyBoolean_default_value = true; values.Add(PropertyName.@PropertyBoolean, global::Godot.Variant.From(__PropertyBoolean_default_value)); char __PropertyChar_default_value = 'f'; values.Add(PropertyName.@PropertyChar, global::Godot.Variant.From(__PropertyChar_default_value)); sbyte __PropertySByte_default_value = 10; values.Add(PropertyName.@PropertySByte, global::Godot.Variant.From(__PropertySByte_default_value)); short __PropertyInt16_default_value = 10; values.Add(PropertyName.@PropertyInt16, global::Godot.Variant.From(__PropertyInt16_default_value)); int __PropertyInt32_default_value = 10; values.Add(PropertyName.@PropertyInt32, global::Godot.Variant.From(__PropertyInt32_default_value)); long __PropertyInt64_default_value = 10; values.Add(PropertyName.@PropertyInt64, global::Godot.Variant.From(__PropertyInt64_default_value)); byte __PropertyByte_default_value = 10; values.Add(PropertyName.@PropertyByte, global::Godot.Variant.From(__PropertyByte_default_value)); ushort __PropertyUInt16_default_value = 10; values.Add(PropertyName.@PropertyUInt16, global::Godot.Variant.From(__PropertyUInt16_default_value)); uint __PropertyUInt32_default_value = 10; values.Add(PropertyName.@PropertyUInt32, global::Godot.Variant.From(__PropertyUInt32_default_value)); ulong __PropertyUInt64_default_value = 10; values.Add(PropertyName.@PropertyUInt64, global::Godot.Variant.From(__PropertyUInt64_default_value)); float __PropertySingle_default_value = 10; values.Add(PropertyName.@PropertySingle, global::Godot.Variant.From(__PropertySingle_default_value)); double __PropertyDouble_default_value = 10; values.Add(PropertyName.@PropertyDouble, global::Godot.Variant.From(__PropertyDouble_default_value)); string __PropertyString_default_value = "foo"; values.Add(PropertyName.@PropertyString, global::Godot.Variant.From(__PropertyString_default_value)); global::Godot.Vector2 __PropertyVector2_default_value = new(10f, 10f); values.Add(PropertyName.@PropertyVector2, global::Godot.Variant.From(__PropertyVector2_default_value)); global::Godot.Vector2I __PropertyVector2I_default_value = global::Godot.Vector2I.Up; values.Add(PropertyName.@PropertyVector2I, global::Godot.Variant.From(__PropertyVector2I_default_value)); global::Godot.Rect2 __PropertyRect2_default_value = new(new global::Godot.Vector2(10f, 10f), new global::Godot.Vector2(10f, 10f)); values.Add(PropertyName.@PropertyRect2, global::Godot.Variant.From(__PropertyRect2_default_value)); global::Godot.Rect2I __PropertyRect2I_default_value = new(new global::Godot.Vector2I(10, 10), new global::Godot.Vector2I(10, 10)); values.Add(PropertyName.@PropertyRect2I, global::Godot.Variant.From(__PropertyRect2I_default_value)); global::Godot.Transform2D __PropertyTransform2D_default_value = global::Godot.Transform2D.Identity; values.Add(PropertyName.@PropertyTransform2D, global::Godot.Variant.From(__PropertyTransform2D_default_value)); global::Godot.Vector3 __PropertyVector3_default_value = new(10f, 10f, 10f); values.Add(PropertyName.@PropertyVector3, global::Godot.Variant.From(__PropertyVector3_default_value)); global::Godot.Vector3I __PropertyVector3I_default_value = global::Godot.Vector3I.Back; values.Add(PropertyName.@PropertyVector3I, global::Godot.Variant.From(__PropertyVector3I_default_value)); global::Godot.Basis __PropertyBasis_default_value = new global::Godot.Basis(global::Godot.Quaternion.Identity); values.Add(PropertyName.@PropertyBasis, global::Godot.Variant.From(__PropertyBasis_default_value)); global::Godot.Quaternion __PropertyQuaternion_default_value = new global::Godot.Quaternion(global::Godot.Basis.Identity); values.Add(PropertyName.@PropertyQuaternion, global::Godot.Variant.From(__PropertyQuaternion_default_value)); global::Godot.Transform3D __PropertyTransform3D_default_value = global::Godot.Transform3D.Identity; values.Add(PropertyName.@PropertyTransform3D, global::Godot.Variant.From(__PropertyTransform3D_default_value)); global::Godot.Vector4 __PropertyVector4_default_value = new(10f, 10f, 10f, 10f); values.Add(PropertyName.@PropertyVector4, global::Godot.Variant.From(__PropertyVector4_default_value)); global::Godot.Vector4I __PropertyVector4I_default_value = global::Godot.Vector4I.One; values.Add(PropertyName.@PropertyVector4I, global::Godot.Variant.From(__PropertyVector4I_default_value)); global::Godot.Projection __PropertyProjection_default_value = global::Godot.Projection.Identity; values.Add(PropertyName.@PropertyProjection, global::Godot.Variant.From(__PropertyProjection_default_value)); global::Godot.Aabb __PropertyAabb_default_value = new global::Godot.Aabb(10f, 10f, 10f, new global::Godot.Vector3(1f, 1f, 1f)); values.Add(PropertyName.@PropertyAabb, global::Godot.Variant.From(__PropertyAabb_default_value)); global::Godot.Color __PropertyColor_default_value = global::Godot.Colors.Aquamarine; values.Add(PropertyName.@PropertyColor, global::Godot.Variant.From(__PropertyColor_default_value)); global::Godot.Plane __PropertyPlane_default_value = global::Godot.Plane.PlaneXZ; values.Add(PropertyName.@PropertyPlane, global::Godot.Variant.From(__PropertyPlane_default_value)); global::Godot.Callable __PropertyCallable_default_value = new global::Godot.Callable(global::Godot.Engine.GetMainLoop(), "_process"); values.Add(PropertyName.@PropertyCallable, global::Godot.Variant.From(__PropertyCallable_default_value)); global::Godot.Signal __PropertySignal_default_value = new global::Godot.Signal(global::Godot.Engine.GetMainLoop(), "Propertylist_changed"); values.Add(PropertyName.@PropertySignal, global::Godot.Variant.From(__PropertySignal_default_value)); global::ExportedProperties.MyEnum __PropertyEnum_default_value = global::ExportedProperties.MyEnum.C; values.Add(PropertyName.@PropertyEnum, global::Godot.Variant.From(__PropertyEnum_default_value)); global::ExportedProperties.MyFlagsEnum __PropertyFlagsEnum_default_value = global::ExportedProperties.MyFlagsEnum.C; values.Add(PropertyName.@PropertyFlagsEnum, global::Godot.Variant.From(__PropertyFlagsEnum_default_value)); byte[] __PropertyByteArray_default_value = { 0, 1, 2, 3, 4, 5, 6 }; values.Add(PropertyName.@PropertyByteArray, global::Godot.Variant.From(__PropertyByteArray_default_value)); int[] __PropertyInt32Array_default_value = { 0, 1, 2, 3, 4, 5, 6 }; values.Add(PropertyName.@PropertyInt32Array, global::Godot.Variant.From(__PropertyInt32Array_default_value)); long[] __PropertyInt64Array_default_value = { 0, 1, 2, 3, 4, 5, 6 }; values.Add(PropertyName.@PropertyInt64Array, global::Godot.Variant.From(__PropertyInt64Array_default_value)); float[] __PropertySingleArray_default_value = { 0f, 1f, 2f, 3f, 4f, 5f, 6f }; values.Add(PropertyName.@PropertySingleArray, global::Godot.Variant.From(__PropertySingleArray_default_value)); double[] __PropertyDoubleArray_default_value = { 0d, 1d, 2d, 3d, 4d, 5d, 6d }; values.Add(PropertyName.@PropertyDoubleArray, global::Godot.Variant.From(__PropertyDoubleArray_default_value)); string[] __PropertyStringArray_default_value = { "foo", "bar" }; values.Add(PropertyName.@PropertyStringArray, global::Godot.Variant.From(__PropertyStringArray_default_value)); string[] __PropertyStringArrayEnum_default_value = { "foo", "bar" }; values.Add(PropertyName.@PropertyStringArrayEnum, global::Godot.Variant.From(__PropertyStringArrayEnum_default_value)); global::Godot.Vector2[] __PropertyVector2Array_default_value = { global::Godot.Vector2.Up, global::Godot.Vector2.Down, global::Godot.Vector2.Left, global::Godot.Vector2.Right }; values.Add(PropertyName.@PropertyVector2Array, global::Godot.Variant.From(__PropertyVector2Array_default_value)); global::Godot.Vector3[] __PropertyVector3Array_default_value = { global::Godot.Vector3.Up, global::Godot.Vector3.Down, global::Godot.Vector3.Left, global::Godot.Vector3.Right }; values.Add(PropertyName.@PropertyVector3Array, global::Godot.Variant.From(__PropertyVector3Array_default_value)); global::Godot.Color[] __PropertyColorArray_default_value = { global::Godot.Colors.Aqua, global::Godot.Colors.Aquamarine, global::Godot.Colors.Azure, global::Godot.Colors.Beige }; values.Add(PropertyName.@PropertyColorArray, global::Godot.Variant.From(__PropertyColorArray_default_value)); global::Godot.GodotObject[] __PropertyGodotObjectOrDerivedArray_default_value = { null }; values.Add(PropertyName.@PropertyGodotObjectOrDerivedArray, global::Godot.Variant.CreateFrom(__PropertyGodotObjectOrDerivedArray_default_value)); global::Godot.StringName[] __field_StringNameArray_default_value = { "foo", "bar" }; values.Add(PropertyName.@field_StringNameArray, global::Godot.Variant.From(__field_StringNameArray_default_value)); global::Godot.NodePath[] __field_NodePathArray_default_value = { "foo", "bar" }; values.Add(PropertyName.@field_NodePathArray, global::Godot.Variant.From(__field_NodePathArray_default_value)); global::Godot.Rid[] __field_RidArray_default_value = { default, default, default }; values.Add(PropertyName.@field_RidArray, global::Godot.Variant.From(__field_RidArray_default_value)); global::Godot.Variant __PropertyVariant_default_value = "foo"; values.Add(PropertyName.@PropertyVariant, global::Godot.Variant.From(__PropertyVariant_default_value)); global::Godot.GodotObject __PropertyGodotObjectOrDerived_default_value = default; values.Add(PropertyName.@PropertyGodotObjectOrDerived, global::Godot.Variant.From(__PropertyGodotObjectOrDerived_default_value)); global::Godot.Texture __PropertyGodotResourceTexture_default_value = default; values.Add(PropertyName.@PropertyGodotResourceTexture, global::Godot.Variant.From(__PropertyGodotResourceTexture_default_value)); global::Godot.StringName __PropertyStringName_default_value = new global::Godot.StringName("foo"); values.Add(PropertyName.@PropertyStringName, global::Godot.Variant.From(__PropertyStringName_default_value)); global::Godot.NodePath __PropertyNodePath_default_value = new global::Godot.NodePath("foo"); values.Add(PropertyName.@PropertyNodePath, global::Godot.Variant.From(__PropertyNodePath_default_value)); global::Godot.Rid __PropertyRid_default_value = default; values.Add(PropertyName.@PropertyRid, global::Godot.Variant.From(__PropertyRid_default_value)); global::Godot.Collections.Dictionary __PropertyGodotDictionary_default_value = new() { { "foo", 10 }, { global::Godot.Vector2.Up, global::Godot.Colors.Chocolate } }; values.Add(PropertyName.@PropertyGodotDictionary, global::Godot.Variant.From(__PropertyGodotDictionary_default_value)); global::Godot.Collections.Array __PropertyGodotArray_default_value = new() { "foo", 10, global::Godot.Vector2.Up, global::Godot.Colors.Chocolate }; values.Add(PropertyName.@PropertyGodotArray, global::Godot.Variant.From(__PropertyGodotArray_default_value)); global::Godot.Collections.Dictionary __PropertyGodotGenericDictionary_default_value = new() { { "foo", true }, { "bar", false } }; values.Add(PropertyName.@PropertyGodotGenericDictionary, global::Godot.Variant.CreateFrom(__PropertyGodotGenericDictionary_default_value)); global::Godot.Collections.Array __PropertyGodotGenericArray_default_value = new() { 0, 1, 2, 3, 4, 5, 6 }; values.Add(PropertyName.@PropertyGodotGenericArray, global::Godot.Variant.CreateFrom(__PropertyGodotGenericArray_default_value)); return values; } #endif // TOOLS #pragma warning restore CS0109 }