godot/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportDiagnostics_GD0107_OK_ScriptPropertyDefVal.generated.cs

partial class ExportDiagnostics_GD0107_OK
{
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
#if TOOLS
    /// <summary>
    /// Get the default values for all properties declared in this class.
    /// This method is used by Godot to determine the value that will be
    /// used by the inspector when resetting properties.
    /// Do not call this method.
    /// </summary>
    [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
    internal new static global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant> GetGodotPropertyDefaultValues()
    {
        var values = new global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant>(10);
        global::Godot.Node __NodeProperty_default_value = default;
        values.Add(PropertyName.@NodeProperty, global::Godot.Variant.From<global::Godot.Node>(__NodeProperty_default_value));
        global::Godot.Node[] __SystemArrayOfNodesProperty_default_value = default;
        values.Add(PropertyName.@SystemArrayOfNodesProperty, global::Godot.Variant.CreateFrom(__SystemArrayOfNodesProperty_default_value));
        global::Godot.Collections.Array<global::Godot.Node> __GodotArrayOfNodesProperty_default_value = default;
        values.Add(PropertyName.@GodotArrayOfNodesProperty, global::Godot.Variant.CreateFrom(__GodotArrayOfNodesProperty_default_value));
        global::Godot.Collections.Dictionary<global::Godot.Node, string> __GodotDictionaryWithNodeAsKeyProperty_default_value = default;
        values.Add(PropertyName.@GodotDictionaryWithNodeAsKeyProperty, global::Godot.Variant.CreateFrom(__GodotDictionaryWithNodeAsKeyProperty_default_value));
        global::Godot.Collections.Dictionary<string, global::Godot.Node> __GodotDictionaryWithNodeAsValueProperty_default_value = default;
        values.Add(PropertyName.@GodotDictionaryWithNodeAsValueProperty, global::Godot.Variant.CreateFrom(__GodotDictionaryWithNodeAsValueProperty_default_value));
        global::Godot.Node __NodeField_default_value = default;
        values.Add(PropertyName.@NodeField, global::Godot.Variant.From<global::Godot.Node>(__NodeField_default_value));
        global::Godot.Node[] __SystemArrayOfNodesField_default_value = default;
        values.Add(PropertyName.@SystemArrayOfNodesField, global::Godot.Variant.CreateFrom(__SystemArrayOfNodesField_default_value));
        global::Godot.Collections.Array<global::Godot.Node> __GodotArrayOfNodesField_default_value = default;
        values.Add(PropertyName.@GodotArrayOfNodesField, global::Godot.Variant.CreateFrom(__GodotArrayOfNodesField_default_value));
        global::Godot.Collections.Dictionary<global::Godot.Node, string> __GodotDictionaryWithNodeAsKeyField_default_value = default;
        values.Add(PropertyName.@GodotDictionaryWithNodeAsKeyField, global::Godot.Variant.CreateFrom(__GodotDictionaryWithNodeAsKeyField_default_value));
        global::Godot.Collections.Dictionary<string, global::Godot.Node> __GodotDictionaryWithNodeAsValueField_default_value = default;
        values.Add(PropertyName.@GodotDictionaryWithNodeAsValueField, global::Godot.Variant.CreateFrom(__GodotDictionaryWithNodeAsValueField_default_value));
        return values;
    }
#endif // TOOLS
#pragma warning restore CS0109
}