using Godot;
using Godot.NativeInterop;
partial class AllReadOnly
{
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
/// <summary>
/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
/// </summary>
public new class PropertyName : global::Godot.GodotObject.PropertyName {
/// <summary>
/// Cached name for the 'ReadOnlyAutoProperty' property.
/// </summary>
public new static readonly global::Godot.StringName @ReadOnlyAutoProperty = "ReadOnlyAutoProperty";
/// <summary>
/// Cached name for the 'ReadOnlyProperty' property.
/// </summary>
public new static readonly global::Godot.StringName @ReadOnlyProperty = "ReadOnlyProperty";
/// <summary>
/// Cached name for the 'InitOnlyAutoProperty' property.
/// </summary>
public new static readonly global::Godot.StringName @InitOnlyAutoProperty = "InitOnlyAutoProperty";
/// <summary>
/// Cached name for the 'ReadOnlyField' field.
/// </summary>
public new static readonly global::Godot.StringName @ReadOnlyField = "ReadOnlyField";
}
/// <inheritdoc/>
[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.@ReadOnlyAutoProperty) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<string>(this.@ReadOnlyAutoProperty);
return true;
}
if (name == PropertyName.@ReadOnlyProperty) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<string>(this.@ReadOnlyProperty);
return true;
}
if (name == PropertyName.@InitOnlyAutoProperty) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<string>(this.@InitOnlyAutoProperty);
return true;
}
if (name == PropertyName.@ReadOnlyField) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<string>(this.@ReadOnlyField);
return true;
}
return base.GetGodotClassPropertyValue(name, out value);
}
/// <summary>
/// Get the property information for all the properties declared in this class.
/// This method is used by Godot to register the available properties in the editor.
/// Do not call this method.
/// </summary>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
{
var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
properties.Add(new(type: (global::Godot.Variant.Type)4, name: PropertyName.@ReadOnlyField, hint: (global::Godot.PropertyHint)0, hintString: "", usage: (global::Godot.PropertyUsageFlags)4096, exported: false));
properties.Add(new(type: (global::Godot.Variant.Type)4, name: PropertyName.@ReadOnlyAutoProperty, hint: (global::Godot.PropertyHint)0, hintString: "", usage: (global::Godot.PropertyUsageFlags)4096, exported: false));
properties.Add(new(type: (global::Godot.Variant.Type)4, name: PropertyName.@ReadOnlyProperty, hint: (global::Godot.PropertyHint)0, hintString: "", usage: (global::Godot.PropertyUsageFlags)4096, exported: false));
properties.Add(new(type: (global::Godot.Variant.Type)4, name: PropertyName.@InitOnlyAutoProperty, hint: (global::Godot.PropertyHint)0, hintString: "", usage: (global::Godot.PropertyUsageFlags)4096, exported: false));
return properties;
}
#pragma warning restore CS0109
}