public static string getShowValue(GameObject fahter, UILabel label, string mValue) { clear(fahter); int count = 0, spriteCount = 0; for (int i = 0; i < mValue.Length;) { if (mValue[i] == '#' && i + 4 < mValue.Length && mValue[i + 4] == '*' && (mValue[i + 1] >= '0' && mValue[i + 1] <= '9') && (mValue[i + 2] >= '0' && mValue[i + 2] <= '9') && (mValue[i + 3] >= '0' && mValue[i + 3] <= '9')) { string num = string.Format("{0}{1}{2}", mValue[i + 1], mValue[i + 2], mValue[i + 3]); for (int j = 0; j < 5; j++) { buffer[count] = ' '; count++; } char[] newchs = new char[count]; System.Array.Copy(buffer, newchs, count); string newStr = new string(newchs); label.text = newStr; Vector2 v2 = MyUtilTools.compute(label); if (baseExpression == null) { baseExpression = Resources.Load <GameObject>("prefabs/e1"); } GameObject expression = NGUITools.AddChild(fahter, baseExpression); string sn = "e" + int.Parse(num); expression.name = "e" + spriteCount; UISprite sprite = expression.GetComponent <UISprite>(); sprite.spriteName = sn; float x = v2.x; float y = v2.y - 20; expression.transform.localPosition = new Vector3(x, y, 0); UIButton button = expression.GetComponent <UIButton>(); button.enabled = false; button.normalSprite = sn; i += 5; spriteCount++; } else { buffer[count] = mValue[i]; i++; count++; } } char[] nchs = new char[count]; System.Array.Copy(buffer, nchs, count); return(new string (nchs)); }