2025-06-04 05:02:57 +08:00

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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