public static SQYBICharator CreateBICharator()
 {
     UnityEngine.Object obj = PrefabLoader.loadFromPack("SQY/pbSQYBICharator", true, true);
     if (obj != null)
     {
         GameObject    go = Instantiate(obj) as GameObject;
         SQYBICharator cv = go.GetComponent <SQYBICharator>();
         cv.initBoxItem();
         return(cv);
     }
     return(null);
 }
    /// <summary>
    /// 根据背包元素类型 来确定当前星级的元素是什么(人物,道具,装备等)
    /// </summary>
    /// <param name="node">Node.</param>
    /// <param name="iType">I type.</param>
    /// <param name="parent">Parent.</param>
    void checkNodeBoxItem(SQYNodeForBI node, EMItemType iType, GameObject parent)
    {
        switch (iType)
        {
        case EMItemType.Charator:
            if (node._charator == null)
            {
                node._charator          = SQYBICharator.CreateBICharator();
                node._charator.OnClick += this.On_Click;
            }
            break;

        case EMItemType.Equipment:
            if (node._equipment == null)
            {
                node._equipment          = SQYBIEquipment.CreateBIEquipment();
                node._equipment.OnClick += this.On_Click;
            }
            break;

        case EMItemType.Gem:
            if (node._gem == null)
            {
                node._gem          = SQYBIGem.CreateBIGem();
                node._gem.OnClick += this.On_Click;
            }
            break;

        case EMItemType.Props:
            if (node._props == null)
            {
                node._props          = SQYBIProps.CreateBIProps();
                node._props.OnClick += this.On_Click;
            }
            break;

        case EMItemType.AtkFrag:
        case EMItemType.DefFrag:
        case EMItemType.MonFrag:
            if (node._soul == null)
            {
                node._soul          = SQYBISoul.CreateBISoul();
                node._soul.OnClick += this.On_Click;
            }
            break;
        }

        node.resetItemType(iType);        //根据类型 把当前的元素重设.
        RED.AddChild(node._boxItem.gameObject, parent);
        node._boxItem.myParent = this;
        node._boxItem.myNode   = node;
    }