BaseItem.cs
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using System;
using UnityEngine;
using UnityEngine.EventSystems;
public abstract class BaseItem<T> : MonoBehaviour, IPointerClickHandler where T : struct
{
/// <summary>
/// Item保存得数据
/// </summary>
private T itemData;
/// <summary>
/// 是否是选中状态
/// </summary>
protected bool isSelect;
/// <summary>
/// 获取数据
/// </summary>
/// <returns></returns>
public T ItemData()
{
return itemData;
}
public Action<BaseItem<T>> OnItemClick;
/// <summary>
/// 绑定每个item的数据
/// </summary>
/// <param name="data"></param>
public void SetupData(T data)
{
itemData = data;
UpdateItem();
}
/// <summary>
/// 重写更新item内容
/// </summary>
protected virtual void UpdateItem()
{
}
/// <summary>
/// 选中状态更新
/// </summary>
/// <param name="selected"></param>
public virtual void SetSelected(bool selected)
{
isSelect = selected;
}
/// <summary>
/// 设置Item位置
/// </summary>
/// <param name="vec"></param>
public virtual void SetPosition(Vector2 vec)
{
transform.localPosition = vec;
}
/// <summary>
/// 设置Item是否激活
/// </summary>
/// <param name="isActive"></param>
protected virtual void SetItemActive(bool isActive)
{
gameObject.SetActive(isActive);
}
/// <summary>
/// Unity的点击事件
/// </summary>
/// <param name="eventData"></param>
public virtual void OnPointerClick(PointerEventData eventData)
{
OnItemClick?.Invoke(this);
}
}