using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEngine.UI; public class Slot : Regist { #region 变量 public bool Valid { get { return _Valid; } set { _Valid = value; if (_Valid) { Icon.SetActive(false); } else { Icon.SetActive(true); } } } private bool _Valid; public int ID; public bool Available; public Flower Flower; public TextMesh TextMesh; public FlowerInfo FlowerInfo; public GameObject Icon; public BoxCollider2D Collider; #endregion public override void RegistImmed() { enabled = true; Icon = transform.GetChild(0).gameObject; Collider = GetComponent(); TextMesh = transform.GetChild(0).GetChild(0).GetComponent(); ManaLan.Add(TextMesh, new LanStr("Object", "SlotSign")); } public void Plant(FlowerInfo flowerInfo, bool anim) { FlowerInfo = flowerInfo; ID = flowerInfo.ID_; Collider.enabled = false; Available = false; FlowerInfo.Slot = this; FlowerInfo.Plant = true; Flower = ManaReso.GetFlower(flowerInfo, this, true); if (anim) { Flower.PlayParticle(); } ManaGarden.PlantList.Add(this); } public void Retrieve() { Collider.enabled = true; Available = true; FlowerInfo.Plant = false; ManaReso.Save(Flower); ManaGarden.PlantList.Remove(this); } }