public override void OnOpen(object[] param) { base.OnOpen(param); AddBtnEvent(btn_start, () => { img_bg.SetActive(!img_bg.activeSelf); img_1.enabled = !img_1.enabled; img_2.enabled = !img_2.enabled; img_3.enabled = !img_3.enabled; btn_start.gameObject.GetComponentInChildren <Text>().text = !img_bg.activeSelf?"显示":"隐藏"; }); AddBtnEvent(btn_load, () => { //从配置读取路径 MonsterData monsterData = ConfigManager.Instance.LoadData <MonsterData>(ConfigData.CONFIG_MONSTER); string path = monsterData.FinMonsterBaseByID(0).OutLook; txt_tip.text = "outlook路径:" + path; txt_tip.color = Color.green; GameObject obj = ObjectManager.Instance.InstantiateObject(path, true, false); objList.Add(obj); obj.transform.position = new Vector3(-17.5f + objList.Count * 5, -28, 40); obj.transform.rotation = Quaternion.Euler(0, 180, 0); }); AddBtnEvent(btn_del, () => { if (objList.Count == 0) { txt_tip.text = "没有创建模型"; txt_tip.color = Color.red; return; } int index = objList.Count - 1; GameObject obj = objList[index]; if (obj == null) { txt_tip.text = "index:" + index + "为空!!"; txt_tip.color = Color.red; return; } ObjectManager.Instance.ReleaseObject(obj); objList.RemoveAt(index); }); AddBtnEvent(btn_exit, () => { Application.Quit(); }); ResourceManager.Instance.AsyncLoadResource("Assets/GameData/UGUI/mao.jpg", (path, obj, param1, param2, param3) => { img_1.sprite = obj as Sprite; }, true); // ResourceManager.Instance.AsyncLoadResource("Assets/GameData/UGUI/timg.jpg",(path,obj,param1,param2,param3) => { // img_2.sprite = obj as Sprite; // }); //???????????????????????????? // Object sp = UnityEditor.AssetDatabase.LoadAssetAtPath<Object>("Assets/GameData/UGUI/mao.jpg"); // MyTool.LogTool.Log("//?Sprite",sp); Sprite sp1 = ResourceManager.Instance.LoadResource <Sprite>("Assets/GameData/UGUI/mao.jpg"); img_2.sprite = sp1; }