using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class Tools_object_UI : MonoBehaviour
{
    /// 
    /// 工具间的UI基础脚本
    /// 
    //[HideInInspector]
    public string UI_name;
    [HideInInspector]
    //public string sprite_name;
    //public TMPro.TMP_Text text;
    public Image sprite;
    //[HideInInspector]
    public GameObject targetobject;
    public Button 删除;
    
    // Start is called before the first frame update
    void Start()
    {
        删除.onClick.AddListener(Destroy);
    }
    // Update is called once per frame
    void Update()
    {
    }
    public void change()
    {
        //
       string name =  KeepChinese(UI_name);
        Debug.Log(name);
        //if (Resources.Load("UI/" + name) != null)
        //{
            //Debug.Log(sprite_name);
            Texture2D tubiao = Resources.Load("UI/"+ name) as Texture2D;
            Debug.Log(tubiao);
            Texture2D tubiao2 = Instantiate(tubiao) as Texture2D;
            Sprite sprite3 = Sprite.Create(tubiao2, new Rect(0, 0, tubiao2.width, tubiao2.height), new Vector2(0.5f, 0.5f));
            Debug.Log(sprite3);
            sprite.GetComponent().sprite = sprite3;
       // }
    }
    public void Destroy()
    {
        Destroy(gameObject);
        targetobject.SetActive(true);
        GameManager_Tools gameManager_Tools;
        gameManager_Tools = GameObject.Find("GameManager_Tools").GetComponent();
        gameManager_Tools.Remove_tool_Objects_Base(targetobject);
    }
    public static string KeepChinese(string str)
    {
        //声明存储结果的字符串
        string chineseString = "";
        //将传入参数中的中文字符添加到结果字符串中
        for (int i = 0; i < str.Length; i++)
        {
            if (str[i] >= 0x4E00 && str[i] <= 0x9FA5) //汉字
            {
                chineseString += str[i];
            }
        }
        //返回保留中文的处理结果
        return chineseString;
    }
}