using Godot; using Godot.NativeInterop; partial class ScriptBoilerplate { #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 '_nodePath' field. /// public new static readonly global::Godot.StringName @_nodePath = "_nodePath"; /// /// Cached name for the '_velocity' field. /// public new static readonly global::Godot.StringName @_velocity = "_velocity"; } /// [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.@_nodePath) { this.@_nodePath = global::Godot.NativeInterop.VariantUtils.ConvertTo(value); return true; } if (name == PropertyName.@_velocity) { this.@_velocity = global::Godot.NativeInterop.VariantUtils.ConvertTo(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.@_nodePath) { value = global::Godot.NativeInterop.VariantUtils.CreateFrom(this.@_nodePath); return true; } if (name == PropertyName.@_velocity) { value = global::Godot.NativeInterop.VariantUtils.CreateFrom(this.@_velocity); 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)22, name: PropertyName.@_nodePath, hint: (global::Godot.PropertyHint)0, hintString: "", usage: (global::Godot.PropertyUsageFlags)4096, exported: false)); properties.Add(new(type: (global::Godot.Variant.Type)2, name: PropertyName.@_velocity, hint: (global::Godot.PropertyHint)0, hintString: "", usage: (global::Godot.PropertyUsageFlags)4096, exported: false)); return properties; } #pragma warning restore CS0109 }