namespace UI.MapEditorMapTile; /// <summary> /// 地形选项, Data 为 TileSetTerrainInfo 的 index /// </summary> public class TerrainCell : UiCell<MapEditorMapTile.TerrainItem, int> { /// <summary> /// 选中的地形配置数据 /// </summary> public TileSetTerrainInfo TileSetTerrainInfo; public override void OnInit() { CellNode.L_Select.Instance.Visible = false; CellNode.L_ErrorIcon.Instance.Visible = false; } public override void OnSetData(int data) { TileSetTerrainInfo = CellNode.UiPanel.TileSetSourceInfo.Terrain[data]; CellNode.L_TerrainName.Instance.Text = TileSetTerrainInfo.Name; //是否可以使用 if (TileSetTerrainInfo.Ready) { CellNode.L_ErrorIcon.Instance.Visible = false; } else { CellNode.L_ErrorIcon.Instance.Visible = true; } } public override void OnSelect() { CellNode.L_Select.Instance.Visible = true; } public override void OnUnSelect() { CellNode.L_Select.Instance.Visible = false; } }