/// <summary>
 /// 显示合成路径
 /// </summary>
 /// <param name="_items">选中的物品</param>
 public void showCompositePath(items _items, Slot.itemOwn _itemOwn)
 {
     //把之前的物品存入对象池
     itemObjectpoolManager.instance.setCompositechildslotpool();
     //把合成连接线存入对象池
     itemObjectpoolManager.instance.setLinepool();
     m_fatherItem = new itemLeaf();
     Debug.Log("实例化了");
     m_fatherItem.FatherItem = _items;
     //fatherGameObject.transform.Find("Image").GetComponentInChildren<Image>().sprite = _itemImage.sprite;
     //fixstring(_items);
     if (m_fatherGameObject.GetComponent <CompositeChildslot>() == null)
     {
         m_fatherGameObject.AddComponent <CompositeChildslot>();
     }
     m_fatherGameObject.GetComponent <CompositeChildslot>().setItem(_items, m_fatherItem, CompositeChildslot.cenCI.One);
     if (_itemOwn == Slot.itemOwn.None)
     {
         m_goldText.text = showGoldText();
     }
     else
     {
         m_goldText.text = m_item.SellPrice.ToString();
     }
 }
    // Update is called once per frame
    #region 面板的显示和隐藏
    /// <summary>
    /// 显示物品提示面板
    /// </summary>
    /// <param name="_image">选中物品的图标</param>
    /// <param name="_itemOwn">选中物品格子的所有权</param>
    /// <param name="_item">选中的物品</param>
    /// <param name="_itemLeaf">选中物品的子物品</param>
    public void showTool(Image _image, Slot.itemOwn _itemOwn, items _item, itemLeaf _itemLeaf)
    {
        m_item = _item;
        //显示面板
        this.gameObject.SetActive(true);
        //根据物品栏所有权加载按钮
        switch (_itemOwn)
        {
        case Slot.itemOwn.None:
            m_caozuo.GetComponentInChildren <Text>().text = "预购";
            m_buy.gameObject.SetActive(true);
            m_buy.GetComponentInChildren <Text>().text = "购买";

            break;

        case Slot.itemOwn.ownerplayer:
            m_caozuo.GetComponentInChildren <Text>().text = "出售";
            m_sellItem = _image.transform.parent.gameObject;
            m_buy.gameObject.SetActive(false);
            break;

        default:
            break;
        }
        //存入对象池
        itemObjectpoolManager.instance.setCompositeslotpool();
        //物品名字的显示
        m_name.text = _item.Name;
        //物品说名的显示
        m_Explain.text = Processingstrings(_item.Explain);
        //显示可合成物品
        showCompositeSlot(_item);
        //根据是否有物品树显示金钱
        if (_itemLeaf != null)
        {
            m_fatherItem    = _itemLeaf;
            m_goldText.text = showGoldText();
        }
        m_itemImage.sprite = _image.sprite;
    }