local BaseCell = autoImport("BaseCell"); SealMapCell = class("SealMapCell", BaseCell) function SealMapCell:Init() self:InitCell(); self:AddCellClickEvent(); end function SealMapCell:InitCell() self.multiSymbol = self:FindComponent("SealSymbol", UIMultiSprite); end -- data{ mapData, sealData, acceptSeal} function SealMapCell:SetData(data) self.data = data; if(data.sealData)then self.multiSymbol.gameObject:SetActive(true); if(data.acceptSeal)then self.multiSymbol.CurrentState = 1 else self.multiSymbol.CurrentState = 0 end else self.multiSymbol.gameObject:SetActive(false); end end