using Godot;
using Godot.NativeInterop;
partial class ScriptBoilerplate
{
/// <inheritdoc/>
[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<global::Godot.NodePath>(this.@_nodePath));
info.AddProperty(PropertyName.@_velocity, global::Godot.Variant.From<int>(this.@_velocity));
}
/// <inheritdoc/>
[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<global::Godot.NodePath>();
if (info.TryGetProperty(PropertyName.@_velocity, out var _value__velocity))
this.@_velocity = _value__velocity.As<int>();
}
}