// 拆分材料
    private void BreakMaterial()
    {
        // 射线检测相关的
        RaycastHit rayhit;
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        Physics.Raycast(ray, out rayhit);
        // 是不是检测到物体,并且这个物体的标签是合成槽
        if (rayhit.transform != null && rayhit.transform.tag == "CraftingSlot")
        {
            GameObject target = rayhit.transform.gameObject;

            // 判断是不是同类型的合成槽
            if (target.GetComponent <CraftingSlotController>().ItemId == itemId)
            {
                InventoryItemController childController = target.GetComponentInChildren <InventoryItemController>();
                // 如果子物体带有这个,说明合成槽不是空的,则执行else 语句
                // 否则复制一份出来进行初始化作为合成槽新物品
                if (childController == null)
                {
                    GameObject item = GameObject.Instantiate(gameObject, target.transform);
                    item.name       = gameObject.name;
                    childController = item.GetComponent <InventoryItemController>();
                    item.transform.localPosition = Vector3.zero;
                    ResizeImage(item.GetComponent <RectTransform>(), 70, 70);
                    childController.isDragging  = false;
                    childController.isInventory = false;
                    childController.InitSingleItem(itemId, m_Image.sprite, 1, itemBar);
                    item.GetComponent <CanvasGroup>().blocksRaycasts = true;
                    MinusNum();
                    // 更新合成槽管理的 List
                    InventoryPanelController.Instance.SendAddSlotItem(item, true);
                }
                else
                {
                    if (MinusNum())
                    {
                        childController.Number      = int.Parse(childController.m_Text.text) + 1;
                        childController.isInventory = false;
                    }
                    // 更新合成槽管理的 List
                    InventoryPanelController.Instance.SendAddSlotItem(null, false);
                }
            }
        }
    }