//刷新 Cell 的位置
    private void RefreshAllCellPos()
    {
        //起始点不变的情况, 位置也不需要改变, 直接返回
        int tInstaceCellStartDataIndex = mGridArrangeBase.GetNewStartDataIndex();

        if (mInstaceCellStartDataIndex == tInstaceCellStartDataIndex)
        {
            return;
        }

        mInstaceCellStartDataIndex = tInstaceCellStartDataIndex;

        //新的数据索引表
        List <int> tNewDataIndexList = mGridArrangeBase.GetNewDataIndexList();

        int tNewI = 0;
        int tOldI = 0;

        int i = 0;

        while (true)
        {
            ++i;
            if (i > 150)
            {
                Debug.LogError("cell 刷新位置时,循环次数超出150次, 不合理, 已退出");
                return;
            }

            //找出新的 数据索引
            int tNewDataIndex = -1;
            for (; tNewI < tNewDataIndexList.Count; ++tNewI)
            {
                int tDataIndex = tNewDataIndexList[tNewI];

                //新的索引在老的也有, 不用处理
                if (mCellDic.ContainsKey(tDataIndex))
                {
                    continue;
                }

                tNewDataIndex = tDataIndex;
                break;
            }

            //没新的直接返回
            if (tNewDataIndex == -1)
            {
                break;
            }

            //将无用的数据索引替换为新的
            for (; tOldI < mDataIndexList.Count; ++tOldI)
            {
                int tOldDataIndex = mDataIndexList[tOldI];

                //老的索引在新的也有, 不用处理
                if (tNewDataIndexList.Contains(tOldDataIndex))
                {
                    continue;
                }

                mDataIndexList[tOldI] = tNewDataIndex;
                GameObject tCell = mCellDic[tOldDataIndex];

                mCellDic.Remove(tOldDataIndex);
                mCellDic.Add(tNewDataIndex, tCell);

                RectTransform tRectTransform = tCell.transform as RectTransform;
                tRectTransform.anchoredPosition = GetAnchorPosByDataIndex(tNewDataIndex);

                mConfig.mDisplayCellAction(tNewDataIndex, tCell);

                break;
            }
        }
    }