void testHttpResp_UI(BaseHttpRequest req, BaseResponse response)
    {
        ComLoading.Close();

        /*只能主线程访问
         * */
        Core.Data.EquipManager.InlayGemToEquipment(req, response);
        if (response.status != BaseResponse.ERROR)
        {
            HttpRequest         htReq     = req as HttpRequest;
            Send_GemInLaySystem sendparam = htReq.ParamMem as Send_GemInLaySystem;
            if (sendparam.beUp == 0)
            {
                /*摘除宝石成功
                 * */
                int SelectedSoltIndex = System.Convert.ToInt32(LastSelectedHoleButtonName.Substring(LastSelectedHoleButtonName.Length - 1));
                view.SetHoleGem(SelectedSoltIndex, null);

                //view.ShowEquipEffect(SelectedEqudata,Core.Data.EquipManager.isHaveEffect(SelectedEqudata));
                view.ShowEquipmentInfo(SelectedEqudata);
            }
            else if (sendparam.beUp == 1)
            {
                /*镶嵌宝石成功
                 * */
                int SelectedSoltIndex = System.Convert.ToInt32(LastSelectedHoleButtonName.Substring(LastSelectedHoleButtonName.Length - 1));
                view.SetHoleGem(SelectedSoltIndex, SelectedGemdata.configData.anime2D);

                //view.ShowEquipEffect(SelectedEqudata,Core.Data.EquipManager.isHaveEffect(SelectedEqudata));
                view.ShowEquipmentInfo(SelectedEqudata);
            }
        }
    }
    /*
     * 向服务器发送镶嵌信息
     * */
    void SendInlayMsg()
    {
        Send_GemInLaySystem param = new Send_GemInLaySystem();

        param.gid = Core.Data.playerManager.PlayerID;
        param.eid = SelectedEqudata.ID;
        int soltindex = view.GetHoleId(LastSelectedHoleButtonName);

        param.slot  = soltindex;
        param.gemId = SelectedGemdata.id;
        param.beUp  = 1;

        HttpTask task = new HttpTask(ThreadType.MainThread, TaskResponse.Default_Response);

        task.AppendCommonParam(RequestType.GEM_INLAY_REMOVE, param);

        task.ErrorOccured   += testHttpResp_Error;
        task.afterCompleted += testHttpResp_UI;
        task.DispatchToRealHandler();
        ComLoading.Open();
    }
    /*镶嵌宝石到装备
     * */
    public void InlayGemToEquipment(BaseHttpRequest req, BaseResponse response)
    {
        if (response != null && response.status != BaseResponse.ERROR)
        {
            HttpRequest         htReq     = req as HttpRequest;
            Send_GemInLaySystem sendparam = htReq.ParamMem as Send_GemInLaySystem;

            Equipment   equipment = getEquipment(sendparam.eid);
            EquipSlot[] slots     = equipment.RtEquip.slot;

            /*镶嵌宝石
             * */

            if (sendparam.slot >= 0 && sendparam.slot < slots.Length)
            {
                //如果原来孔上里就有宝石,则摘除
                if (slots[sendparam.slot].id > 0)
                {
                    slots[sendparam.slot].mGem.equipped = false;
                    slots[sendparam.slot].mGem          = null;
                    slots[sendparam.slot].id            = 0;
                }
                if (sendparam.beUp == 1)
                {
                    Gems gem = FrogingSystem.ForgingRoomUI.Instance.InlaySystem.SelectedGemdata;
                    slots[sendparam.slot].mGem = gem;
                    slots[sendparam.slot].id   = gem.id;
                    Core.Data.gemsManager.EuipOneGem(gem.id, true);
                }
            }
            else
            {
                RED.Log("InlayGemToEquipment FUC -> slots is out of range!!!");
            }
        }
    }