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; } }