local XUiGridTRPGMapCardMini = XClass(nil, "XUiGridTRPGMapCardMini") function XUiGridTRPGMapCardMini:Ctor(ui, uiRoot) self.GameObject = ui.gameObject self.Transform = ui.transform self.UiRoot = uiRoot XTool.InitUiObject(self) end function XUiGridTRPGMapCardMini:Refresh(cardId, isCurrentStand, isNextPos, isDisposeableForeverFinished) local icon = XTRPGConfigs.GetMazeCardMiniIcon(cardId) if icon then self.UiRoot:SetUiSprite(self.ImgIcon, icon) self.ImgIcon.gameObject:SetActiveEx(not isCurrentStand) else self.ImgIcon.gameObject:SetActiveEx(false) end if self.ImgBg then local showBg = not XTRPGConfigs.CheckMazeCardType(cardId, XTRPGConfigs.CardType.Block) self.ImgBg.gameObject:SetActiveEx(showBg) end self.ImgIconMe.gameObject:SetActiveEx(isCurrentStand) self.ImgKuang.gameObject:SetActiveEx(isNextPos) if self.PaneCompleted then self.PaneCompleted.gameObject:SetActiveEx(isDisposeableForeverFinished) end end return XUiGridTRPGMapCardMini