/// <summary>
 /// 更新UI
 /// </summary>
 public void updateUI(BloodPointSample bps)
 {
     cardIcon.gameObject.SetActive(true);
     cardIconForMaxQuality.gameObject.SetActive(false);
     cardIconForMaxQuality.mainTexture = null;
     updateAttrs();          //更新卡片基础信息
     updateChangeAttrs(bps); //更新即将加成的属性数值(如果是技能类那么不需要显示)
     int[] tempQuliq = BloodConfigManager.Instance.getMapQualiy(choosedCard.sid, choosedCard.cardBloodLevel);
     //当前血脉最高描述
     describe.text = "";
     if (choosedCard.cardBloodLevel < BloodConfigManager.Instance.getTotalItemNum(choosedCard.sid) && choosedCard.getQualityId() != QualityType.MYTH)   //激活每一阶的最后一个节点一定会提升品质才可以这样判断
     {
         if (tempQuliq[0] == -1)
         {
             describe.text = "";
         }
         else
         {
             describe.text = LanguageConfigManager.Instance.getLanguage("prefabzc34", QualityManagerment.getQualityColorForBloodItem(tempQuliq[0], tempQuliq[1]), QualityManagerment.getdecForBloodItem(tempQuliq[0]), QualityManagerment.getColorForBloodItem(tempQuliq[0] - 1), QualityManagerment.getColorForBloodItem(tempQuliq[0]));
         }
     }
     if (choosedCard.cardBloodLevel == BloodConfigManager.Instance.getTotalItemNum(choosedCard.sid) && choosedCard.getQualityId() == QualityType.MYTH)  //激活每一阶的最后一个节点一定会提升品质才可以这样判断
     {
         cardIcon.gameObject.SetActive(false);
         cardIcon.mainTexture = null;
         ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.CARDIMAGEPATH + choosedCard.getImageID(), cardIconForMaxQuality);
         cardIconForMaxQuality.gameObject.SetActive(true);
     }
     int[] colorQuliq = BloodConfigManager.Instance.getCurrentBloodLvColor(choosedCard.sid, choosedCard.cardBloodLevel);
     //当前节点的附加属性
     if (choosedCard.cardBloodLevel == BloodConfigManager.Instance.getTotalItemNum(choosedCard.sid) && choosedCard.getQualityId() == QualityType.MYTH)
     {
         bloodLevel.text = "[FF0000]" + LanguageConfigManager.Instance.getLanguage("prefabzc31", (BloodConfigManager.Instance.getCurrentBloodMap(choosedCard.sid, choosedCard.cardBloodLevel).Length + ""));//bloodLavel UIlaber描述
     }
     else
     {
         bloodLevel.text = QualityManagerment.getQualityColorForlv(colorQuliq[0], colorQuliq[1]);//bloodLavel UIlaber描述
     }
 }