void UpdateHeroItem(int index, RectTransform cell)
        {
            HeroItemData    objHero = heroDatas[index];
            UI_HeroListItem uiIt    = cell.gameObject.GetComponent <UI_HeroListItem>();

            if (uiIt == null)
            {
                uiIt = cell.gameObject.AddComponent <UI_HeroListItem>();
                heroList.Add(uiIt);
            }

            // 有一个空
            if (ObjectSelf.GetInstance().HeroContainerBag.GetHeroList().Count % 2 != 0 && index == ObjectSelf.GetInstance().HeroContainerBag.GetHeroList().Count)
            {
                uiIt.index = index;
                uiIt.m_id  = index;
                uiIt.Initialize(objHero, ItemType.Empty);
            }
            else
            {
                uiIt.index = index;
                uiIt.m_id  = index;
                uiIt.Initialize(objHero);
            }
//
//			if (index < ObjectSelf.GetInstance ().HeroContainerBag.GetHeroList ().Count) {
//								uiIt.index = index;
//								uiIt.m_id = index;
//								uiIt.Initialize (objHero);
//						}
//			//else if(index ==
//			else
//			{
//				uiIt.index = index;
//				uiIt.m_id = index;
//				uiIt.Initialize(objHero);
//			}

//            if (index == noGetHeros.Count && (noGetHeros.Count % 2 != 0))   //当显示未获取的英雄时  需要空出一个空格
//            {
//                uiIt.index = index;
//                uiIt.m_id = index;
//                uiIt.Initialize(objHero, ItemType.Empty);
//            }
//            else
//            {
//                uiIt.index = index;
//                uiIt.m_id = index;
//                uiIt.Initialize(objHero);
//            }
        }
    // 加载一个英雄
    GameObject LoadCurHero(int index)
    {
        GameObject cell  = null;
        int        count = _heroList.Count;

        if (index < count)
        {
            HeroTemplate heroData = new HeroTemplate();
            heroData = ( HeroTemplate )_heroList [index].GetHeroRow();

            cell = Instantiate(Resources.Load("UI/Prefabs/UI_Home/UI_HeroItem")) as GameObject;
            cell.AddComponent <Button> ();

            ObjectCard      objHero = _heroList [index];
            UI_HeroListItem uiIt    = cell.AddComponent <UI_HeroListItem> ();
            _curHeroListItem.Add(uiIt);
            uiIt.m_id    = index;
            uiIt.tableId = objHero.GetHeroData().TableID;
            uiIt.AddSelectBtnSoul();
            uiIt.ShowInfo();

            // 是否正在探险中
            if (ObjectSelf.GetInstance().IsInExploring(objHero.GetHeroData().GUID))
            {
                uiIt.SetExplore(true);
                uiIt.specialValue = -1;
            }
            else
            {
                uiIt.SetExplore(false);
                uiIt.specialValue = GetSpecialValue(objHero, index);

                // 是否已上阵
                if (isUpFront(objHero))
                {
                    uiIt.ShowUpFront();
                }
            }
        }
        else
        {
            string url = "UI/Prefabs/UI_Home/UI_HeroItemK2";  //空框修正值
            cell = Instantiate(Resources.Load(url)) as GameObject;
            cell.transform.FindChild("UI_HeroItemK").GetComponent <RectTransform> ().anchoredPosition = new Vector2(cell.transform.FindChild("UI_HeroItemK").GetComponent <RectTransform> ().anchoredPosition.x, 41);
        }
        return(cell);
    }
        List <HeroTemplate> noGetHeros        = new List <HeroTemplate>(); //未获取的英雄


        public void SetCurHeroListItem(UI_HeroListItem item)
        {
            curHLItem = item;
        }