public virtual void Add(object data)
        {
            var model = new ScrollListItemModel(data, itemDefaultfSize);

            _itemModels.Add(model);
            MarkDirty(true);
        }
        public virtual void Insert(int index, object data)
        {
            var model = new ScrollListItemModel(data, itemDefaultfSize);

            _itemModels.Insert(index, model);
            if (index <= lastStartIndex)
            {
                MarkDirty(true, EKeepPaddingType.END);
            }
            else
            {
                MarkDirty(true);
            }
        }
        /// <summary>
        /// 创建一个列表项Item
        /// </summary>
        /// <param name="data"></param>
        /// <param name="dataIdx"></param>
        /// <param name="lastShowingItems"></param>
        /// <returns></returns>
        protected ScrollListItem CreateItem(ScrollListItemModel model, int dataIdx, Dictionary <ScrollListItemModel, ScrollListItem> lastShowingItems)
        {
            ScrollListItem item;

            if (lastShowingItems.ContainsKey(model) && lastShowingItems[model].index == dataIdx) //本来就在显示列表中,直接返回
            {
                item = lastShowingItems[model];
                lastShowingItems.Remove(model);
            }
            else
            {
                if (_recycledItems.Count > 0)
                {
                    ScrollListItem tempItem = null;
                    //tempItem = _recycledItems[0];
                    int idx = _recycledItems.Count;
                    while (--idx > -1)
                    {
                        tempItem = _recycledItems[idx];
                        if (tempItem.index == dataIdx && tempItem.data.Equals(model.data)) //以前回收的一个对象,刚好对应的数据一致,直接返回
                        {
                            item = tempItem;
                            _recycledItems.RemoveAt(idx);
                            item.gameObject.SetActive(true);
                            RenderItem(item, model.data, false);
                            return(item);
                        }
                    }

                    //没有绝对匹配的,则抽取最后找到的item,之后刷新数据并返回
                    item = tempItem;
                    _recycledItems.Remove(tempItem);

                    //当一个列表项,将被复用时触发
                    onItemBeforeReuse?.Invoke(item);
                }
                else
                {
                    var go = GameObject.Instantiate(itemPrefab, content);
                    if (false == go.activeInHierarchy)
                    {
                        go.SetActive(true);
                    }
                    item = go.AddComponent <ScrollListItem>();
                    item.rectTransform.anchorMin = Vector2.up;
                    item.rectTransform.anchorMax = Vector2.up;
                    item.rectTransform.pivot     = Vector2.up;
                    //Debug.Log($"新生成的 Item GameObject");
                }

                var name = string.Format("item_{0}", dataIdx);

                item.gameObject.name = name;
                item.index           = dataIdx;
                item.data            = model.data;
                item.width           = _itemModels[dataIdx].width;
                item.height          = _itemModels[dataIdx].height;

                if (false == item.gameObject.activeInHierarchy)
                {
                    item.gameObject.SetActive(true);
                }

                RenderItem(item, model.data, true);
            }

            if (item.index != dataIdx)
            {
                //插入列表项可能导致数据索引改变
                item.index = dataIdx;
            }

            return(item);
        }