public class CardBase : MyCoroutine { public virtual void Set() { Set_Active(); } public virtual void Set(int _val) { Set_Active(); } public virtual void Set(T _base) { Set_Active(); } public virtual void Set(TableDataBase _base, int _id) { Set_Active(); } void Set_Active() { if (!gameObject.activeInHierarchy) gameObject.SetActive(true); } public virtual void Set_UI() { } public virtual void Set_Selected(bool active) { } public virtual TableDataBase Get_Data() { return null; } public virtual int Get_IntData() { return 0; } protected eUICardType CardType = eUICardType.UI; public virtual void Set_CardType(eUICardType _type) { CardType = _type; } public virtual void Set_CardEffectOrder(int _order) { } public virtual void Do_SomeThing() { } }