unity Button

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Btn : MonoBehaviour
{
public GameObject Mode;
public GameObject oBtn;
public GameObject wBtn;
public GameObject MainBtn;
// Start is called before the first frame update
void Start()
{
BtnClickBindEnvent(oBtn);
BtnClickBindEnvent(wBtn);
// BtnClickBindEnvent(DirMenu, true);
Button btn = MainBtn.transform.GetComponent();
btn.onClick.AddListener(delegate { OnButtonOnClickEvent(btn); });
}

// Update is called once per frame
void Update()
{
    
}

public void OnButtonOnClickEvent(Button btn)
{
    HandbleRay(btn.name);
}


public void HandbleRay(string name)
{
    
    switch (name)
    {
        case "Btn1":
            print(message: "MainBtn");
            break;
        case "Btn2":
            break;
        case "8":
            break;
        default:
            break;
    }
}
public void BtnClickBindEnvent(GameObject obj, bool isPosition = false)
{
    int num = obj.transform.childCount;
    for (int i = 0; i < num; i++)
    {
        Button btn = obj.transform.GetChild(i).GetComponent<Button>();
        if (btn != null)
        {
            btn.onClick.AddListener(
            delegate
            {
                //把调整位置的功能按钮与操作功能按钮分开
                if (isPosition)
                {
                    OnButtonOnClickPositionEvent(btn);
                }
                else
                {
                    //功能按钮功能
                    OnButtonOnClickEvent(btn);
                }
            });
        }
    }
}

public void OnButtonOnClickPositionEvent(Button btn)
{
    switch (btn.name)
    {
        case "back":
            Mode.transform.position += new Vector3(0, 0, 0.05f);
            break;
        case "forward":
            Mode.transform.position -= new Vector3(0, 0, 0.05f);
            break;
        case "up":
            Mode.transform.position += new Vector3(0, 0.05f, 0);
            break;
        case "down":
            Mode.transform.position -= new Vector3(0, 0.05f, 0);
            break;
        case "right":
            Mode.transform.position += new Vector3(0.05f, 0, 0);
            break;
        case "left":
            Mode.transform.position -= new Vector3(0.05f, 0, 0);
            break;
        case "big":
            Mode.transform.localScale += new Vector3(0.01f, 0.01f, 0.01f);
            break;
        case "small":
            Mode.transform.localScale -= new Vector3(0.01f, 0.01f, 0.01f);
            break;
        case "rotaleft":
            Mode.transform.Rotate(new Vector3(0f, 0.5f, 0f));
            break;
        case "rotaright":
            Mode.transform.Rotate(new Vector3(0f, -0.5f, 0f));
            break;
        case "rotaup":
            Mode.transform.Rotate(new Vector3(-0.5f, 0f, 0f));
            break;
        case "rotadown":
            Mode.transform.Rotate(new Vector3(0.5f, 0f, 0f));
            break;
        case "rotaleftup":
            Mode.transform.Rotate(new Vector3(0f, 0f, 0.5f));
            break;
        case "rotarightdown":
            Mode.transform.Rotate(new Vector3(0f, 0f, -0.5f));
            break;
        case "savePosition":
          
            break;
        case "loadPosition":
         
            break;
        default:
            break;
    }
    Vector3 tr = Mode.transform.position;
    Vector3 ts = Mode.transform.localScale;
    Quaternion tro = Mode.transform.rotation;
   
}

}

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