using Godot; namespace UI.RoomUI; public class LifeCell : UiCell<RoomUI.RoomUI_Life, LifeIconEnum> { private int _type = -1; protected 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; } } }