- using Godot;
-
- namespace UI.RoomUI;
-
- public class LifeCell : UiCell<RoomUI.RoomUI_Life, LifeIconEnum>
- {
- private int _type = -1;
-
- public override void OnSetData(LifeIconEnum data)
- {
- if (_type == (int)data)
- {
- return;
- }
-
- _type = (int)data;
- switch (data)
- {
- case LifeIconEnum.FullHeart:
- CellNode.Instance.Texture = ResourceManager.Load<Texture2D>(ResourcePath.resource_sprite_ui_roomUI_Life_full_png);
- break;
- case LifeIconEnum.HalfHeart:
- CellNode.Instance.Texture = ResourceManager.Load<Texture2D>(ResourcePath.resource_sprite_ui_roomUI_Life_half_png);
- break;
- case LifeIconEnum.EmptyHeart:
- CellNode.Instance.Texture = ResourceManager.Load<Texture2D>(ResourcePath.resource_sprite_ui_roomUI_Life_empty_png);
- break;
- case LifeIconEnum.FullShield:
- CellNode.Instance.Texture = ResourceManager.Load<Texture2D>(ResourcePath.resource_sprite_ui_roomUI_Shield_full_png);
- break;
- case LifeIconEnum.EmptyShield:
- CellNode.Instance.Texture = ResourceManager.Load<Texture2D>(ResourcePath.resource_sprite_ui_roomUI_Shield_empty_png);
- break;
- }
- }
- }