public void ResetQuest(CombatGameCenter.Quest quest)
    {
        if (quest.IsEmpty())
        {
            m_TxtQuestName.text = "空闲";
            m_TxtTotalTime.text = "";
            m_TxtRunTime.text   = "";
            foreach (var panel in m_BlkMats)
            {
                panel.SetActive(false);
            }
            m_MaterialCount = 0;
        }
        else
        {
            m_TxtQuestName.text = quest.name;
            m_TxtTotalTime.text = String.Format("{0} 秒", quest.processSecond);
            m_TxtRunTime.text   = "0 秒";

            Int32 matCount = quest.materials.Count;
            // 补充缺少的材料块
            if (m_BlkMats.Count < matCount)
            {
                Int32 size = matCount - m_BlkMats.Count;
                for (int i = 0; i < size; i++)
                {
                    var go = Instantiate(m_PrefabProcessMaterialBlock, m_PnlMatRoot);
                    m_BlkMats.Add(go);
                }
            }
            // 隐藏多余的材料块
            for (int i = 0; i < m_BlkMats.Count; i++)
            {
                m_BlkMats[i].SetActive(i < matCount);
            }
            // 设置材料块信息
            for (int i = 0; i < matCount; i++)
            {
                var  questMat    = quest.materials[i];
                var  root        = m_BlkMats[i].transform;
                Text txtName     = root.Find("TxtName").GetComponent <Text>();
                Text txtCount    = root.Find("TxtCount").GetComponent <Text>();
                Text txtMaxCount = root.Find("TxtMaxCount").GetComponent <Text>();

                txtName.text     = questMat.name;
                txtMaxCount.text = String.Format("/ {0}", questMat.count);
                txtCount.text    = "0";
            }
            m_MaterialCount = matCount;
        }
    }