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@@ -12,134 +12,134 @@ partial class ExportedProperties
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internal new static global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant> GetGodotPropertyDefaultValues()
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{
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var values = new global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant>(64);
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- string __NotGenerate_Complex_Lamda_Property_default_value = default;
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- values.Add(PropertyName.NotGenerate_Complex_Lamda_Property, global::Godot.Variant.From<string>(__NotGenerate_Complex_Lamda_Property_default_value));
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- string __NotGenerate_Lamda_NoField_Property_default_value = default;
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- values.Add(PropertyName.NotGenerate_Lamda_NoField_Property, global::Godot.Variant.From<string>(__NotGenerate_Lamda_NoField_Property_default_value));
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- string __NotGenerate_Complex_Return_Property_default_value = default;
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- values.Add(PropertyName.NotGenerate_Complex_Return_Property, global::Godot.Variant.From<string>(__NotGenerate_Complex_Return_Property_default_value));
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- string __NotGenerate_Returns_Property_default_value = default;
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- values.Add(PropertyName.NotGenerate_Returns_Property, global::Godot.Variant.From<string>(__NotGenerate_Returns_Property_default_value));
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- string __FullProperty_String_default_value = "FullProperty_String";
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- values.Add(PropertyName.FullProperty_String, global::Godot.Variant.From<string>(__FullProperty_String_default_value));
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- string __FullProperty_String_Complex_default_value = new string("FullProperty_String_Complex") + global::System.Convert.ToInt32("1");
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- values.Add(PropertyName.FullProperty_String_Complex, global::Godot.Variant.From<string>(__FullProperty_String_Complex_default_value));
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- string __LamdaProperty_String_default_value = "LamdaProperty_String";
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- values.Add(PropertyName.LamdaProperty_String, global::Godot.Variant.From<string>(__LamdaProperty_String_default_value));
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- bool __property_Boolean_default_value = true;
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- values.Add(PropertyName.property_Boolean, global::Godot.Variant.From<bool>(__property_Boolean_default_value));
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- char __property_Char_default_value = 'f';
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- values.Add(PropertyName.property_Char, global::Godot.Variant.From<char>(__property_Char_default_value));
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- sbyte __property_SByte_default_value = 10;
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- values.Add(PropertyName.property_SByte, global::Godot.Variant.From<sbyte>(__property_SByte_default_value));
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- short __property_Int16_default_value = 10;
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- values.Add(PropertyName.property_Int16, global::Godot.Variant.From<short>(__property_Int16_default_value));
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- int __property_Int32_default_value = 10;
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- values.Add(PropertyName.property_Int32, global::Godot.Variant.From<int>(__property_Int32_default_value));
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- long __property_Int64_default_value = 10;
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- values.Add(PropertyName.property_Int64, global::Godot.Variant.From<long>(__property_Int64_default_value));
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- byte __property_Byte_default_value = 10;
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- values.Add(PropertyName.property_Byte, global::Godot.Variant.From<byte>(__property_Byte_default_value));
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- ushort __property_UInt16_default_value = 10;
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- values.Add(PropertyName.property_UInt16, global::Godot.Variant.From<ushort>(__property_UInt16_default_value));
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- uint __property_UInt32_default_value = 10;
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- values.Add(PropertyName.property_UInt32, global::Godot.Variant.From<uint>(__property_UInt32_default_value));
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- ulong __property_UInt64_default_value = 10;
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- values.Add(PropertyName.property_UInt64, global::Godot.Variant.From<ulong>(__property_UInt64_default_value));
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- float __property_Single_default_value = 10;
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- values.Add(PropertyName.property_Single, global::Godot.Variant.From<float>(__property_Single_default_value));
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- double __property_Double_default_value = 10;
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- values.Add(PropertyName.property_Double, global::Godot.Variant.From<double>(__property_Double_default_value));
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- string __property_String_default_value = "foo";
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- values.Add(PropertyName.property_String, global::Godot.Variant.From<string>(__property_String_default_value));
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- global::Godot.Vector2 __property_Vector2_default_value = new(10f, 10f);
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- values.Add(PropertyName.property_Vector2, global::Godot.Variant.From<global::Godot.Vector2>(__property_Vector2_default_value));
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- global::Godot.Vector2I __property_Vector2I_default_value = global::Godot.Vector2I.Up;
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- values.Add(PropertyName.property_Vector2I, global::Godot.Variant.From<global::Godot.Vector2I>(__property_Vector2I_default_value));
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- global::Godot.Rect2 __property_Rect2_default_value = new(new global::Godot.Vector2(10f, 10f), new global::Godot.Vector2(10f, 10f));
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- values.Add(PropertyName.property_Rect2, global::Godot.Variant.From<global::Godot.Rect2>(__property_Rect2_default_value));
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- global::Godot.Rect2I __property_Rect2I_default_value = new(new global::Godot.Vector2I(10, 10), new global::Godot.Vector2I(10, 10));
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- values.Add(PropertyName.property_Rect2I, global::Godot.Variant.From<global::Godot.Rect2I>(__property_Rect2I_default_value));
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- global::Godot.Transform2D __property_Transform2D_default_value = global::Godot.Transform2D.Identity;
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- values.Add(PropertyName.property_Transform2D, global::Godot.Variant.From<global::Godot.Transform2D>(__property_Transform2D_default_value));
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- global::Godot.Vector3 __property_Vector3_default_value = new(10f, 10f, 10f);
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- values.Add(PropertyName.property_Vector3, global::Godot.Variant.From<global::Godot.Vector3>(__property_Vector3_default_value));
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- global::Godot.Vector3I __property_Vector3I_default_value = global::Godot.Vector3I.Back;
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- values.Add(PropertyName.property_Vector3I, global::Godot.Variant.From<global::Godot.Vector3I>(__property_Vector3I_default_value));
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- global::Godot.Basis __property_Basis_default_value = new global::Godot.Basis(global::Godot.Quaternion.Identity);
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- values.Add(PropertyName.property_Basis, global::Godot.Variant.From<global::Godot.Basis>(__property_Basis_default_value));
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- global::Godot.Quaternion __property_Quaternion_default_value = new global::Godot.Quaternion(global::Godot.Basis.Identity);
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- values.Add(PropertyName.property_Quaternion, global::Godot.Variant.From<global::Godot.Quaternion>(__property_Quaternion_default_value));
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- global::Godot.Transform3D __property_Transform3D_default_value = global::Godot.Transform3D.Identity;
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- values.Add(PropertyName.property_Transform3D, global::Godot.Variant.From<global::Godot.Transform3D>(__property_Transform3D_default_value));
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- global::Godot.Vector4 __property_Vector4_default_value = new(10f, 10f, 10f, 10f);
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- values.Add(PropertyName.property_Vector4, global::Godot.Variant.From<global::Godot.Vector4>(__property_Vector4_default_value));
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- global::Godot.Vector4I __property_Vector4I_default_value = global::Godot.Vector4I.One;
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- values.Add(PropertyName.property_Vector4I, global::Godot.Variant.From<global::Godot.Vector4I>(__property_Vector4I_default_value));
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- global::Godot.Projection __property_Projection_default_value = global::Godot.Projection.Identity;
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- values.Add(PropertyName.property_Projection, global::Godot.Variant.From<global::Godot.Projection>(__property_Projection_default_value));
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- global::Godot.Aabb __property_Aabb_default_value = new global::Godot.Aabb(10f, 10f, 10f, new global::Godot.Vector3(1f, 1f, 1f));
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- values.Add(PropertyName.property_Aabb, global::Godot.Variant.From<global::Godot.Aabb>(__property_Aabb_default_value));
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- global::Godot.Color __property_Color_default_value = global::Godot.Colors.Aquamarine;
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- values.Add(PropertyName.property_Color, global::Godot.Variant.From<global::Godot.Color>(__property_Color_default_value));
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- global::Godot.Plane __property_Plane_default_value = global::Godot.Plane.PlaneXZ;
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- values.Add(PropertyName.property_Plane, global::Godot.Variant.From<global::Godot.Plane>(__property_Plane_default_value));
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- global::Godot.Callable __property_Callable_default_value = new global::Godot.Callable(global::Godot.Engine.GetMainLoop(), "_process");
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- values.Add(PropertyName.property_Callable, global::Godot.Variant.From<global::Godot.Callable>(__property_Callable_default_value));
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- global::Godot.Signal __property_Signal_default_value = new global::Godot.Signal(global::Godot.Engine.GetMainLoop(), "property_list_changed");
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- values.Add(PropertyName.property_Signal, global::Godot.Variant.From<global::Godot.Signal>(__property_Signal_default_value));
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- global::ExportedProperties.MyEnum __property_Enum_default_value = global::ExportedProperties.MyEnum.C;
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- values.Add(PropertyName.property_Enum, global::Godot.Variant.From<global::ExportedProperties.MyEnum>(__property_Enum_default_value));
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- global::ExportedProperties.MyFlagsEnum __property_FlagsEnum_default_value = global::ExportedProperties.MyFlagsEnum.C;
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- values.Add(PropertyName.property_FlagsEnum, global::Godot.Variant.From<global::ExportedProperties.MyFlagsEnum>(__property_FlagsEnum_default_value));
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- byte[] __property_ByteArray_default_value = { 0, 1, 2, 3, 4, 5, 6 };
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- values.Add(PropertyName.property_ByteArray, global::Godot.Variant.From<byte[]>(__property_ByteArray_default_value));
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- int[] __property_Int32Array_default_value = { 0, 1, 2, 3, 4, 5, 6 };
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- values.Add(PropertyName.property_Int32Array, global::Godot.Variant.From<int[]>(__property_Int32Array_default_value));
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- long[] __property_Int64Array_default_value = { 0, 1, 2, 3, 4, 5, 6 };
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- values.Add(PropertyName.property_Int64Array, global::Godot.Variant.From<long[]>(__property_Int64Array_default_value));
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- float[] __property_SingleArray_default_value = { 0f, 1f, 2f, 3f, 4f, 5f, 6f };
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- values.Add(PropertyName.property_SingleArray, global::Godot.Variant.From<float[]>(__property_SingleArray_default_value));
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- double[] __property_DoubleArray_default_value = { 0d, 1d, 2d, 3d, 4d, 5d, 6d };
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- values.Add(PropertyName.property_DoubleArray, global::Godot.Variant.From<double[]>(__property_DoubleArray_default_value));
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- string[] __property_StringArray_default_value = { "foo", "bar" };
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- values.Add(PropertyName.property_StringArray, global::Godot.Variant.From<string[]>(__property_StringArray_default_value));
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- string[] __property_StringArrayEnum_default_value = { "foo", "bar" };
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- values.Add(PropertyName.property_StringArrayEnum, global::Godot.Variant.From<string[]>(__property_StringArrayEnum_default_value));
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- global::Godot.Vector2[] __property_Vector2Array_default_value = { global::Godot.Vector2.Up, global::Godot.Vector2.Down, global::Godot.Vector2.Left, global::Godot.Vector2.Right };
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- values.Add(PropertyName.property_Vector2Array, global::Godot.Variant.From<global::Godot.Vector2[]>(__property_Vector2Array_default_value));
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- global::Godot.Vector3[] __property_Vector3Array_default_value = { global::Godot.Vector3.Up, global::Godot.Vector3.Down, global::Godot.Vector3.Left, global::Godot.Vector3.Right };
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- values.Add(PropertyName.property_Vector3Array, global::Godot.Variant.From<global::Godot.Vector3[]>(__property_Vector3Array_default_value));
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- global::Godot.Color[] __property_ColorArray_default_value = { global::Godot.Colors.Aqua, global::Godot.Colors.Aquamarine, global::Godot.Colors.Azure, global::Godot.Colors.Beige };
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- values.Add(PropertyName.property_ColorArray, global::Godot.Variant.From<global::Godot.Color[]>(__property_ColorArray_default_value));
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- global::Godot.GodotObject[] __property_GodotObjectOrDerivedArray_default_value = { null };
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- values.Add(PropertyName.property_GodotObjectOrDerivedArray, global::Godot.Variant.CreateFrom(__property_GodotObjectOrDerivedArray_default_value));
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+ string __NotGenerateComplexLamdaProperty_default_value = default;
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+ values.Add(PropertyName.NotGenerateComplexLamdaProperty, global::Godot.Variant.From<string>(__NotGenerateComplexLamdaProperty_default_value));
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+ string __NotGenerateLamdaNoFieldProperty_default_value = default;
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+ values.Add(PropertyName.NotGenerateLamdaNoFieldProperty, global::Godot.Variant.From<string>(__NotGenerateLamdaNoFieldProperty_default_value));
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+ string __NotGenerateComplexReturnProperty_default_value = default;
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+ values.Add(PropertyName.NotGenerateComplexReturnProperty, global::Godot.Variant.From<string>(__NotGenerateComplexReturnProperty_default_value));
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+ string __NotGenerateReturnsProperty_default_value = default;
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+ values.Add(PropertyName.NotGenerateReturnsProperty, global::Godot.Variant.From<string>(__NotGenerateReturnsProperty_default_value));
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+ string __FullPropertyString_default_value = "FullPropertyString";
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+ values.Add(PropertyName.FullPropertyString, global::Godot.Variant.From<string>(__FullPropertyString_default_value));
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+ string __FullPropertyString_Complex_default_value = new string("FullPropertyString_Complex") + global::System.Convert.ToInt32("1");
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+ values.Add(PropertyName.FullPropertyString_Complex, global::Godot.Variant.From<string>(__FullPropertyString_Complex_default_value));
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+ string __LamdaPropertyString_default_value = "LamdaPropertyString";
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+ values.Add(PropertyName.LamdaPropertyString, global::Godot.Variant.From<string>(__LamdaPropertyString_default_value));
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+ bool __PropertyBoolean_default_value = true;
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+ values.Add(PropertyName.PropertyBoolean, global::Godot.Variant.From<bool>(__PropertyBoolean_default_value));
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+ char __PropertyChar_default_value = 'f';
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+ values.Add(PropertyName.PropertyChar, global::Godot.Variant.From<char>(__PropertyChar_default_value));
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+ sbyte __PropertySByte_default_value = 10;
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+ values.Add(PropertyName.PropertySByte, global::Godot.Variant.From<sbyte>(__PropertySByte_default_value));
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+ short __PropertyInt16_default_value = 10;
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+ values.Add(PropertyName.PropertyInt16, global::Godot.Variant.From<short>(__PropertyInt16_default_value));
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+ int __PropertyInt32_default_value = 10;
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+ values.Add(PropertyName.PropertyInt32, global::Godot.Variant.From<int>(__PropertyInt32_default_value));
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+ long __PropertyInt64_default_value = 10;
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+ values.Add(PropertyName.PropertyInt64, global::Godot.Variant.From<long>(__PropertyInt64_default_value));
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+ byte __PropertyByte_default_value = 10;
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+ values.Add(PropertyName.PropertyByte, global::Godot.Variant.From<byte>(__PropertyByte_default_value));
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+ ushort __PropertyUInt16_default_value = 10;
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+ values.Add(PropertyName.PropertyUInt16, global::Godot.Variant.From<ushort>(__PropertyUInt16_default_value));
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+ uint __PropertyUInt32_default_value = 10;
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+ values.Add(PropertyName.PropertyUInt32, global::Godot.Variant.From<uint>(__PropertyUInt32_default_value));
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+ ulong __PropertyUInt64_default_value = 10;
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+ values.Add(PropertyName.PropertyUInt64, global::Godot.Variant.From<ulong>(__PropertyUInt64_default_value));
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+ float __PropertySingle_default_value = 10;
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+ values.Add(PropertyName.PropertySingle, global::Godot.Variant.From<float>(__PropertySingle_default_value));
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+ double __PropertyDouble_default_value = 10;
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+ values.Add(PropertyName.PropertyDouble, global::Godot.Variant.From<double>(__PropertyDouble_default_value));
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+ string __PropertyString_default_value = "foo";
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+ values.Add(PropertyName.PropertyString, global::Godot.Variant.From<string>(__PropertyString_default_value));
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+ global::Godot.Vector2 __PropertyVector2_default_value = new(10f, 10f);
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+ values.Add(PropertyName.PropertyVector2, global::Godot.Variant.From<global::Godot.Vector2>(__PropertyVector2_default_value));
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+ global::Godot.Vector2I __PropertyVector2I_default_value = global::Godot.Vector2I.Up;
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+ values.Add(PropertyName.PropertyVector2I, global::Godot.Variant.From<global::Godot.Vector2I>(__PropertyVector2I_default_value));
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+ global::Godot.Rect2 __PropertyRect2_default_value = new(new global::Godot.Vector2(10f, 10f), new global::Godot.Vector2(10f, 10f));
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+ values.Add(PropertyName.PropertyRect2, global::Godot.Variant.From<global::Godot.Rect2>(__PropertyRect2_default_value));
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+ global::Godot.Rect2I __PropertyRect2I_default_value = new(new global::Godot.Vector2I(10, 10), new global::Godot.Vector2I(10, 10));
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+ values.Add(PropertyName.PropertyRect2I, global::Godot.Variant.From<global::Godot.Rect2I>(__PropertyRect2I_default_value));
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+ global::Godot.Transform2D __PropertyTransform2D_default_value = global::Godot.Transform2D.Identity;
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+ values.Add(PropertyName.PropertyTransform2D, global::Godot.Variant.From<global::Godot.Transform2D>(__PropertyTransform2D_default_value));
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+ global::Godot.Vector3 __PropertyVector3_default_value = new(10f, 10f, 10f);
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+ values.Add(PropertyName.PropertyVector3, global::Godot.Variant.From<global::Godot.Vector3>(__PropertyVector3_default_value));
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+ global::Godot.Vector3I __PropertyVector3I_default_value = global::Godot.Vector3I.Back;
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+ values.Add(PropertyName.PropertyVector3I, global::Godot.Variant.From<global::Godot.Vector3I>(__PropertyVector3I_default_value));
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+ global::Godot.Basis __PropertyBasis_default_value = new global::Godot.Basis(global::Godot.Quaternion.Identity);
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+ values.Add(PropertyName.PropertyBasis, global::Godot.Variant.From<global::Godot.Basis>(__PropertyBasis_default_value));
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+ global::Godot.Quaternion __PropertyQuaternion_default_value = new global::Godot.Quaternion(global::Godot.Basis.Identity);
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+ values.Add(PropertyName.PropertyQuaternion, global::Godot.Variant.From<global::Godot.Quaternion>(__PropertyQuaternion_default_value));
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+ global::Godot.Transform3D __PropertyTransform3D_default_value = global::Godot.Transform3D.Identity;
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+ values.Add(PropertyName.PropertyTransform3D, global::Godot.Variant.From<global::Godot.Transform3D>(__PropertyTransform3D_default_value));
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+ global::Godot.Vector4 __PropertyVector4_default_value = new(10f, 10f, 10f, 10f);
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+ values.Add(PropertyName.PropertyVector4, global::Godot.Variant.From<global::Godot.Vector4>(__PropertyVector4_default_value));
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+ global::Godot.Vector4I __PropertyVector4I_default_value = global::Godot.Vector4I.One;
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+ values.Add(PropertyName.PropertyVector4I, global::Godot.Variant.From<global::Godot.Vector4I>(__PropertyVector4I_default_value));
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+ global::Godot.Projection __PropertyProjection_default_value = global::Godot.Projection.Identity;
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+ values.Add(PropertyName.PropertyProjection, global::Godot.Variant.From<global::Godot.Projection>(__PropertyProjection_default_value));
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+ global::Godot.Aabb __PropertyAabb_default_value = new global::Godot.Aabb(10f, 10f, 10f, new global::Godot.Vector3(1f, 1f, 1f));
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+ values.Add(PropertyName.PropertyAabb, global::Godot.Variant.From<global::Godot.Aabb>(__PropertyAabb_default_value));
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+ global::Godot.Color __PropertyColor_default_value = global::Godot.Colors.Aquamarine;
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+ values.Add(PropertyName.PropertyColor, global::Godot.Variant.From<global::Godot.Color>(__PropertyColor_default_value));
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+ global::Godot.Plane __PropertyPlane_default_value = global::Godot.Plane.PlaneXZ;
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+ values.Add(PropertyName.PropertyPlane, global::Godot.Variant.From<global::Godot.Plane>(__PropertyPlane_default_value));
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+ global::Godot.Callable __PropertyCallable_default_value = new global::Godot.Callable(global::Godot.Engine.GetMainLoop(), "_process");
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+ values.Add(PropertyName.PropertyCallable, global::Godot.Variant.From<global::Godot.Callable>(__PropertyCallable_default_value));
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+ global::Godot.Signal __PropertySignal_default_value = new global::Godot.Signal(global::Godot.Engine.GetMainLoop(), "Propertylist_changed");
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+ values.Add(PropertyName.PropertySignal, global::Godot.Variant.From<global::Godot.Signal>(__PropertySignal_default_value));
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+ global::ExportedProperties.MyEnum __PropertyEnum_default_value = global::ExportedProperties.MyEnum.C;
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+ values.Add(PropertyName.PropertyEnum, global::Godot.Variant.From<global::ExportedProperties.MyEnum>(__PropertyEnum_default_value));
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+ global::ExportedProperties.MyFlagsEnum __PropertyFlagsEnum_default_value = global::ExportedProperties.MyFlagsEnum.C;
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+ values.Add(PropertyName.PropertyFlagsEnum, global::Godot.Variant.From<global::ExportedProperties.MyFlagsEnum>(__PropertyFlagsEnum_default_value));
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+ byte[] __PropertyByteArray_default_value = { 0, 1, 2, 3, 4, 5, 6 };
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+ values.Add(PropertyName.PropertyByteArray, global::Godot.Variant.From<byte[]>(__PropertyByteArray_default_value));
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+ int[] __PropertyInt32Array_default_value = { 0, 1, 2, 3, 4, 5, 6 };
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+ values.Add(PropertyName.PropertyInt32Array, global::Godot.Variant.From<int[]>(__PropertyInt32Array_default_value));
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+ long[] __PropertyInt64Array_default_value = { 0, 1, 2, 3, 4, 5, 6 };
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+ values.Add(PropertyName.PropertyInt64Array, global::Godot.Variant.From<long[]>(__PropertyInt64Array_default_value));
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+ float[] __PropertySingleArray_default_value = { 0f, 1f, 2f, 3f, 4f, 5f, 6f };
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|
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+ values.Add(PropertyName.PropertySingleArray, global::Godot.Variant.From<float[]>(__PropertySingleArray_default_value));
|
|
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+ double[] __PropertyDoubleArray_default_value = { 0d, 1d, 2d, 3d, 4d, 5d, 6d };
|
|
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+ values.Add(PropertyName.PropertyDoubleArray, global::Godot.Variant.From<double[]>(__PropertyDoubleArray_default_value));
|
|
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+ string[] __PropertyStringArray_default_value = { "foo", "bar" };
|
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+ values.Add(PropertyName.PropertyStringArray, global::Godot.Variant.From<string[]>(__PropertyStringArray_default_value));
|
|
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+ string[] __PropertyStringArrayEnum_default_value = { "foo", "bar" };
|
|
|
+ values.Add(PropertyName.PropertyStringArrayEnum, global::Godot.Variant.From<string[]>(__PropertyStringArrayEnum_default_value));
|
|
|
+ global::Godot.Vector2[] __PropertyVector2Array_default_value = { global::Godot.Vector2.Up, global::Godot.Vector2.Down, global::Godot.Vector2.Left, global::Godot.Vector2.Right };
|
|
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+ values.Add(PropertyName.PropertyVector2Array, global::Godot.Variant.From<global::Godot.Vector2[]>(__PropertyVector2Array_default_value));
|
|
|
+ global::Godot.Vector3[] __PropertyVector3Array_default_value = { global::Godot.Vector3.Up, global::Godot.Vector3.Down, global::Godot.Vector3.Left, global::Godot.Vector3.Right };
|
|
|
+ values.Add(PropertyName.PropertyVector3Array, global::Godot.Variant.From<global::Godot.Vector3[]>(__PropertyVector3Array_default_value));
|
|
|
+ global::Godot.Color[] __PropertyColorArray_default_value = { global::Godot.Colors.Aqua, global::Godot.Colors.Aquamarine, global::Godot.Colors.Azure, global::Godot.Colors.Beige };
|
|
|
+ values.Add(PropertyName.PropertyColorArray, global::Godot.Variant.From<global::Godot.Color[]>(__PropertyColorArray_default_value));
|
|
|
+ global::Godot.GodotObject[] __PropertyGodotObjectOrDerivedArray_default_value = { null };
|
|
|
+ values.Add(PropertyName.PropertyGodotObjectOrDerivedArray, global::Godot.Variant.CreateFrom(__PropertyGodotObjectOrDerivedArray_default_value));
|
|
|
global::Godot.StringName[] __field_StringNameArray_default_value = { "foo", "bar" };
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|
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values.Add(PropertyName.field_StringNameArray, global::Godot.Variant.From<global::Godot.StringName[]>(__field_StringNameArray_default_value));
|
|
|
global::Godot.NodePath[] __field_NodePathArray_default_value = { "foo", "bar" };
|
|
|
values.Add(PropertyName.field_NodePathArray, global::Godot.Variant.From<global::Godot.NodePath[]>(__field_NodePathArray_default_value));
|
|
|
global::Godot.Rid[] __field_RidArray_default_value = { default, default, default };
|
|
|
values.Add(PropertyName.field_RidArray, global::Godot.Variant.From<global::Godot.Rid[]>(__field_RidArray_default_value));
|
|
|
- global::Godot.Variant __property_Variant_default_value = "foo";
|
|
|
- values.Add(PropertyName.property_Variant, global::Godot.Variant.From<global::Godot.Variant>(__property_Variant_default_value));
|
|
|
- global::Godot.GodotObject __property_GodotObjectOrDerived_default_value = default;
|
|
|
- values.Add(PropertyName.property_GodotObjectOrDerived, global::Godot.Variant.From<global::Godot.GodotObject>(__property_GodotObjectOrDerived_default_value));
|
|
|
- global::Godot.Texture __property_GodotResourceTexture_default_value = default;
|
|
|
- values.Add(PropertyName.property_GodotResourceTexture, global::Godot.Variant.From<global::Godot.Texture>(__property_GodotResourceTexture_default_value));
|
|
|
- global::Godot.StringName __property_StringName_default_value = new global::Godot.StringName("foo");
|
|
|
- values.Add(PropertyName.property_StringName, global::Godot.Variant.From<global::Godot.StringName>(__property_StringName_default_value));
|
|
|
- global::Godot.NodePath __property_NodePath_default_value = new global::Godot.NodePath("foo");
|
|
|
- values.Add(PropertyName.property_NodePath, global::Godot.Variant.From<global::Godot.NodePath>(__property_NodePath_default_value));
|
|
|
- global::Godot.Rid __property_Rid_default_value = default;
|
|
|
- values.Add(PropertyName.property_Rid, global::Godot.Variant.From<global::Godot.Rid>(__property_Rid_default_value));
|
|
|
- global::Godot.Collections.Dictionary __property_GodotDictionary_default_value = new() { { "foo", 10 }, { global::Godot.Vector2.Up, global::Godot.Colors.Chocolate } };
|
|
|
- values.Add(PropertyName.property_GodotDictionary, global::Godot.Variant.From<global::Godot.Collections.Dictionary>(__property_GodotDictionary_default_value));
|
|
|
- global::Godot.Collections.Array __property_GodotArray_default_value = new() { "foo", 10, global::Godot.Vector2.Up, global::Godot.Colors.Chocolate };
|
|
|
- values.Add(PropertyName.property_GodotArray, global::Godot.Variant.From<global::Godot.Collections.Array>(__property_GodotArray_default_value));
|
|
|
- global::Godot.Collections.Dictionary<string, bool> __property_GodotGenericDictionary_default_value = new() { { "foo", true }, { "bar", false } };
|
|
|
- values.Add(PropertyName.property_GodotGenericDictionary, global::Godot.Variant.CreateFrom(__property_GodotGenericDictionary_default_value));
|
|
|
- global::Godot.Collections.Array<int> __property_GodotGenericArray_default_value = new() { 0, 1, 2, 3, 4, 5, 6 };
|
|
|
- values.Add(PropertyName.property_GodotGenericArray, global::Godot.Variant.CreateFrom(__property_GodotGenericArray_default_value));
|
|
|
+ global::Godot.Variant __PropertyVariant_default_value = "foo";
|
|
|
+ values.Add(PropertyName.PropertyVariant, global::Godot.Variant.From<global::Godot.Variant>(__PropertyVariant_default_value));
|
|
|
+ global::Godot.GodotObject __PropertyGodotObjectOrDerived_default_value = default;
|
|
|
+ values.Add(PropertyName.PropertyGodotObjectOrDerived, global::Godot.Variant.From<global::Godot.GodotObject>(__PropertyGodotObjectOrDerived_default_value));
|
|
|
+ global::Godot.Texture __PropertyGodotResourceTexture_default_value = default;
|
|
|
+ values.Add(PropertyName.PropertyGodotResourceTexture, global::Godot.Variant.From<global::Godot.Texture>(__PropertyGodotResourceTexture_default_value));
|
|
|
+ global::Godot.StringName __PropertyStringName_default_value = new global::Godot.StringName("foo");
|
|
|
+ values.Add(PropertyName.PropertyStringName, global::Godot.Variant.From<global::Godot.StringName>(__PropertyStringName_default_value));
|
|
|
+ global::Godot.NodePath __PropertyNodePath_default_value = new global::Godot.NodePath("foo");
|
|
|
+ values.Add(PropertyName.PropertyNodePath, global::Godot.Variant.From<global::Godot.NodePath>(__PropertyNodePath_default_value));
|
|
|
+ global::Godot.Rid __PropertyRid_default_value = default;
|
|
|
+ values.Add(PropertyName.PropertyRid, global::Godot.Variant.From<global::Godot.Rid>(__PropertyRid_default_value));
|
|
|
+ global::Godot.Collections.Dictionary __PropertyGodotDictionary_default_value = new() { { "foo", 10 }, { global::Godot.Vector2.Up, global::Godot.Colors.Chocolate } };
|
|
|
+ values.Add(PropertyName.PropertyGodotDictionary, global::Godot.Variant.From<global::Godot.Collections.Dictionary>(__PropertyGodotDictionary_default_value));
|
|
|
+ global::Godot.Collections.Array __PropertyGodotArray_default_value = new() { "foo", 10, global::Godot.Vector2.Up, global::Godot.Colors.Chocolate };
|
|
|
+ values.Add(PropertyName.PropertyGodotArray, global::Godot.Variant.From<global::Godot.Collections.Array>(__PropertyGodotArray_default_value));
|
|
|
+ global::Godot.Collections.Dictionary<string, bool> __PropertyGodotGenericDictionary_default_value = new() { { "foo", true }, { "bar", false } };
|
|
|
+ values.Add(PropertyName.PropertyGodotGenericDictionary, global::Godot.Variant.CreateFrom(__PropertyGodotGenericDictionary_default_value));
|
|
|
+ global::Godot.Collections.Array<int> __PropertyGodotGenericArray_default_value = new() { 0, 1, 2, 3, 4, 5, 6 };
|
|
|
+ values.Add(PropertyName.PropertyGodotGenericArray, global::Godot.Variant.CreateFrom(__PropertyGodotGenericArray_default_value));
|
|
|
return values;
|
|
|
}
|
|
|
#endif // TOOLS
|