private void LootWithScore(List <LootObjData> dataList, LootData lootData, float score)
    {
        int count = 0;

        while (score > 0)
        {
            LootWeight lootWeight = GetRandomLootWeight(lootData._lootList);
            if (lootWeight != null)
            {
                int lootCount = UnityEngine.Random.Range(lootWeight._countMin, lootWeight._countMax);

                float lootScore = 0;
                if (lootWeight._itemId == "money")
                {
                    lootScore = lootCount;
                }
                else
                {
                    ItemData data = getItemData(lootWeight._itemId);

                    lootScore = lootCount * (data == null ? 0 : 0);
                }

                //Debug.Log("score: "+ score + "     :" + lootWeight._itemId + "    "+ lootCount + "    " +lootScore  +"    " + (lootScore < score * 2));


                if (lootScore < score * 2)
                {
                    score -= lootScore;
                    LootObjData lootObj = new LootObjData();
                    lootObj._lootId    = lootWeight._itemId;
                    lootObj._lootCount = lootCount;
                    dataList.Add(lootObj);
                }
            }

            count++;
            if (count >= _lootMax)
            {
                //Debug.LogWarning("CalLootWithScore:["+count+"]  totalScore:" + totalScore + " remainScore:"+ score);
                break;
            }
        }

        /*
         * string result = "result :   ";
         * foreach(LootObjData tmp in dataList)
         * {
         *  result +=  tmp._lootId +  "   ";
         * }
         * Debug.Log(result);
         */
    }
    private void GetOneLoot(List <LootObjData> dataList, LootData lootData)
    {
        LootWeight lootWeight = GetRandomLootWeight(lootData._lootList);

        if (lootWeight != null)
        {
            LootObjData lootObj = new LootObjData();
            lootObj._lootId    = lootWeight._itemId;
            lootObj._lootCount = UnityEngine.Random.Range(lootWeight._countMin, lootWeight._countMax);;
            dataList.Add(lootObj);
        }
    }