/// <summary>
    /// 当点击组合技能框时
    /// </summary>
    public void CombineSkillLatticeClick(BaseEventData e)
    {
        PointerEventData pe = e as PointerEventData;

        if (pe == null)
        {
            return;
        }
        UIFocusSkillCombineLattice target = UITools.FindTargetPopup <UIFocusSkillCombineLattice>(pe.pointerCurrentRaycast.gameObject.transform);

        if (enumUISkillCombine == EnumUISkillCombine.CombineSkillItem || enumUISkillCombine == EnumUISkillCombine.CombineSkillLattice)
        {
            if (target)
            {
                if (nowUISkilCombineLattice)
                {
                    nowUISkilCombineLattice.LostForcus();
                }
                nowUISkilCombineLattice = target;
                nowUISkilCombineLattice.SetForcus();
                SetSelectSkill();
            }
        }
    }
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        switch (enumUISkillCombine)
        {
        case EnumUISkillCombine.CombineSkillItem:    //处于左侧状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowCombineSkillItem)
                {
                    //设置技能框的边框显示
                    nowUISkilCombineLattice = uiFocusPath.GetFirstFocus <UIFocusSkillCombineLattice>();
                    if (nowUISkilCombineLattice)
                    {
                        nowUISkilCombineLattice.SetForcus();
                    }
                    //同时将模式更改为CombineSkillLattice
                    enumUISkillCombine = EnumUISkillCombine.CombineSkillLattice;
                    uiCombineSkillList.CanClickListItem = false;
                }
                break;

            case UIManager.KeyType.UP:
            case UIManager.KeyType.DOWN:
            {
                UIListItem[] tempArrays = uiCombineSkillList.GetAllImtes();
                int          index      = 0;
                if (nowCombineSkillItem)
                {
                    index = tempArrays.ToList().IndexOf(nowCombineSkillItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                switch (keyType)
                {
                case UIManager.KeyType.UP: index--; break;

                case UIManager.KeyType.DOWN: index++; break;
                }
                index = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length)
                {
                    uiCombineSkillList.ShowItem(tempArrays[index]);
                    if (nowCombineSkillItem && nowCombineSkillItem.childImage)
                    {
                        nowCombineSkillItem.childImage.enabled = false;
                        nowCombineSkillItem.childImage.gameObject.SetActive(false);
                    }
                    nowCombineSkillItem = tempArrays[index];
                    if (nowCombineSkillItem && nowCombineSkillItem.childImage)
                    {
                        nowCombineSkillItem.childImage.enabled = true;
                        nowCombineSkillItem.childImage.gameObject.SetActive(true);
                    }
                    if (nowCombineSkillItem)
                    {
                        SetSkillCombineLatticeAndShowVadio((EnumSkillType[])nowCombineSkillItem.value);
                    }
                }
            }
            break;
            }
            break;

        case EnumUISkillCombine.CombineSkillLattice:    //处于右侧状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                SetSelectSkill();
                break;

            case UIManager.KeyType.B:
                if (nowUISkilCombineLattice)
                {
                    nowUISkilCombineLattice.LostForcus();
                }
                enumUISkillCombine = EnumUISkillCombine.CombineSkillItem;        //切换模式到组合技能集合
                uiCombineSkillList.CanClickListItem = true;
                break;

            case UIManager.KeyType.LEFT:
            case UIManager.KeyType.RIGHT:
                if (nowUISkilCombineLattice)
                {
                    UIFocusSkillCombineLattice tempUIFocuesSkillCombineLattice =
                        uiFocusPath.GetNewNextFocus(nowUISkilCombineLattice, keyType == UIManager.KeyType.LEFT ? UIFocusPath.MoveType.LEFT : UIFocusPath.MoveType.RIGHT) as UIFocusSkillCombineLattice;
                    //uiFocusPath.GetNextFocus(nowUISkilCombineLattice, keyType == UIManager.KeyType.LEFT ? UIFocusPath.MoveType.LEFT : UIFocusPath.MoveType.RIGHT) as UIFocusSkillCombineLattice;
                    if (tempUIFocuesSkillCombineLattice)
                    {
                        nowUISkilCombineLattice.LostForcus();
                        nowUISkilCombineLattice = tempUIFocuesSkillCombineLattice;
                        nowUISkilCombineLattice.SetForcus();
                    }
                }
                break;
            }
            break;

        case EnumUISkillCombine.CombineSkillSelect:    //处于选择技能状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                ResetCombineSkillLattice();
                break;

            case UIManager.KeyType.B:
                //切换状态
                uiSelectSkillList.gameObject.SetActive(false);
                enumUISkillCombine = EnumUISkillCombine.CombineSkillLattice;
                break;

            case UIManager.KeyType.UP:
            case UIManager.KeyType.DOWN:
            {
                UIListItem[] tempArrays = uiSelectSkillList.GetAllImtes();
                int          index      = 0;
                if (nowCombineSkillItem)
                {
                    index = tempArrays.ToList().IndexOf(nowSelectSkillItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                switch (keyType)
                {
                case UIManager.KeyType.UP: index--; break;

                case UIManager.KeyType.DOWN: index++; break;
                }
                index = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length)
                {
                    uiSelectSkillList.ShowItem(tempArrays[index]);
                    if (uiSelectSkillList && nowSelectSkillItem.childImage)
                    {
                        nowSelectSkillItem.childImage.enabled = false;
                        nowSelectSkillItem.childImage.gameObject.SetActive(false);
                    }
                    nowSelectSkillItem = tempArrays[index];
                    if (uiSelectSkillList && nowSelectSkillItem.childImage)
                    {
                        nowSelectSkillItem.childImage.enabled = true;
                        nowSelectSkillItem.childImage.gameObject.SetActive(true);
                    }
                }
            }
            break;
            }
            break;
        }
    }