public override void Awake(GameObject go)
    {
        propItem = this.transform.Find("Storehouse/Scroll View/Viewport/Content/Item").gameObject;
        propItem.SetActive(false);
        itemHeight = propItem.GetComponent <RectTransform>().rect.height;

        btnItem = this.transform.Find("Storehouse/Scroll View/Viewport/Content/Btn").gameObject.AddComponent <aSongUI_PropListItem>();
        btnItem.gameObject.SetActive(false);
        btnItem.transform.Find("PutOn").GetComponent <Button>().onClick.AddListener(BackpackListButton_PutOn);
        btnItem.transform.Find("Discard").GetComponent <Button>().onClick.AddListener(Discard);

        usingItem = this.transform.Find("Storehouse/Scroll View/Viewport/Content/Using").gameObject.AddComponent <aSongUI_PropListItem>();
        usingItem.gameObject.SetActive(false);
        usingItem.transform.Find("PutOn").GetComponent <Button>().onClick.AddListener(BackpackListButton_PutOn);

        content = this.transform.Find("Storehouse/Scroll View/Viewport/Content").GetComponent <RectTransform>();

        weightText = transform.Find("Storehouse/Instruction/Weight").GetComponent <Text>();
        transform.Find("Storehouse/Instruction/Back").GetComponent <Button>().onClick.AddListener(() => {
            TTUIPage.ClosePage <aSongUI_Backpack>();
        });

        leftWeapon  = transform.Find("Weapons/LeftWeapon").gameObject.AddComponent <aSongUI_BackpackWeapon>();
        rightWeapon = transform.Find("Weapons/RightWeapon").gameObject.AddComponent <aSongUI_BackpackWeapon>();
        leftWeapon.Init();
        rightWeapon.Init();
    }
    /// <summary>
    /// 按钮:装备
    /// </summary>
    void BackpackListButton_PutOn()
    {
        aSongUI_PropListItem item = choosedItem;

        if (item.data != null)
        {
            //PickupProp(item.data.propID);
            switch (item.data.type)
            {
            case PropType.bomb:
                break;

            case PropType.bullet:
                break;

            case PropType.cartridgeClip:
            case PropType.gunHandle:
            case PropType.gunstock:
            case PropType.muzzle:
            case PropType.telescope:
                PutOnParts(item.data);
                break;

            default:
                break;
            }
        }
    }
 /// <summary>
 /// 隐藏按钮Item
 /// </summary>
 void HideBtnItem()
 {
     choosedItem = null;
     btnItem.gameObject.SetActive(false);
     if (propItems.Contains(btnItem))
     {
         propItems.Remove(btnItem);
     }
 }
    //点击按钮后,我们需要拿起武器或者收起武器
    public void OnClickSkillItem()
    {
        aSongUI_PropListItem item = UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.GetComponent <aSongUI_PropListItem>();

        Debug.Log("Clicked name = " + UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);
        //Debug.Log("propID = " + item.data.propID);
        Debug.Log("name = " + item.data.name.ToString());
        if (item.data != null)
        {
            PickupProp(item.data.propID);
        }
    }
 /// <summary>
 /// 显示按钮Item
 /// </summary>
 /// <param name="_item">当前选中的item</param>
 void ShowBtnItem(aSongUI_PropListItem _item)
 {
     choosedItem = _item;
     if (choosedItem.data.type == PropType.health)
     {
     }
     btnItem.gameObject.SetActive(true);
     if (propItems.Contains(btnItem))
     {
         propItems.Remove(btnItem);
     }
     propItems.Insert(propItems.IndexOf(choosedItem) + 1, btnItem);
 }
    /// <summary>
    /// 道具按键响应事件:显示还是隐藏BtnItem
    /// </summary>
    void BackpackListButtonCliked()
    {
        aSongUI_PropListItem item = UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.GetComponent <aSongUI_PropListItem>();

        if (choosedItem != item)
        {
            ShowBtnItem(item);
        }
        else
        {
            HideBtnItem();
        }
        RefreshBackpackScrow();
    }
    private void GetPropItemFromPool(aSong_PlayerData.Prop prop)
    {
        if (propItemsPool.Count <= 0)
        {
            return;
        }
        aSongUI_PropListItem item = propItemsPool[0];

        propItemsPool.Remove(item);
        propItems.Add(item);
        item.gameObject.SetActive(true);
        item.Refresh(prop);
        item.transform.localPosition = Vector3.up * -item.GetComponent <RectTransform>().rect.height *(propItems.Count - 1);
        return;
    }
    private void CreatePropItem(aSong_PlayerData.Prop prop)
    {
        GameObject go = GameObject.Instantiate(propItem) as GameObject;

        go.transform.SetParent(propItem.transform.parent);
        go.transform.localScale = Vector3.one;
        go.SetActive(true);

        aSongUI_PropListItem item = go.AddComponent <aSongUI_PropListItem>();

        item.Refresh(prop);
        propItems.Add(item);
        item.transform.localPosition = Vector3.up * -item.GetComponent <RectTransform>().rect.height *(propItems.Count - 1);
        Debug.Log("CreatePropItem");
        //add click btn
        go.AddComponent <Button>().onClick.AddListener(aSongUI_Controller.Instance.OnClickSkillItem);
    }