using Godot; using Godot.NativeInterop; partial class ScriptBoilerplate { /// [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] protected override void SaveGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info) { base.SaveGodotObjectData(info); info.AddProperty(PropertyName.@_nodePath, global::Godot.Variant.From(this.@_nodePath)); info.AddProperty(PropertyName.@_velocity, global::Godot.Variant.From(this.@_velocity)); } /// [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] protected override void RestoreGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info) { base.RestoreGodotObjectData(info); if (info.TryGetProperty(PropertyName.@_nodePath, out var _value__nodePath)) this.@_nodePath = _value__nodePath.As(); if (info.TryGetProperty(PropertyName.@_velocity, out var _value__velocity)) this.@_velocity = _value__velocity.As(); } }