public void ShowByTarget(EqptSlot slot)
 {
     target = slot;
     if (slot != null)
     {
         //选择框
         //int index = curEquipItems.IndexOf(item);
         select.gameObject.SetActive(true);
         select.position = target.transform.position;
         Replace(slot.GetItem());
     }
     else Replace(null);
 }
 public void SetCurrentEquip(EqptSlot slot)
 {
     currentEqptSlot = slot;
 }
 void RemoveEquipSlot(EqptSlot s)
 {
     if (curSelSlots.Contains(s))
     {
         curSelSlots.Remove(s);
     }
     RefreshMatItem();
 }
 /// <summary>
 /// 往装备槽里添加装备: 不会重复判断: 返回false的时候,代表 装备已经填满了
 /// </summary>
 /// <param name="item"></param>
 /// <returns></returns>
 bool IsFullForAddSlot(EqptSlot s)
 {
     EquipmentItem item = s.GetItem();
     for (int i = 0; i < slots.Count; i++)
     {
         if (slots[i].IsEmpty())
         {
             slots[i].ShowByTarget(s);
             curSelSlots.Add(s);
             return true;
         }
     }
     return false;
 }
 /// <summary>
 /// 当点击面板里面的装备
 /// </summary>
 /// <param name="item"></param>
 public void BtnEquipInPanel(EqptSlot s)
 {
     RemoveEquipSlot(s);
 }
 private void SetCurrentSlot(EqptSlot slot)
 {
     selectSlot = slot;
     RefreshCurEquip();
 }
    /// <summary>
    /// 装备点击
    /// </summary>
    /// <param name="item"></param>
    /// <param name="isOnChar">是否在玩家身上</param>
    public void BtnEquip(EqptSlot slot)
    {
        SetCurrentSlot(slot);

        //currentPanel.OnEquipClick(slot, hero_guid);

        //更新当前选择框
        pnlBag.SetSelectObj(slot.gameObject.transform);
    }