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();
}
}