public void SetData(int itemid)
    {
        ItemTemplate itemT = DataTemplate.GetInstance().GetItemTemplateById(itemid);

        if (itemT == null)
        {
            return;
        }

        PropsaccessTemplate propsT = UICommonModule.GetPropsacessTemplateByItemId(itemid);

        if (propsT == null)
        {
            return;
        }

        iconImg.sprite = UIResourceMgr.LoadSprite(common.defaultPath + itemT.getIcon_s());
        m_Name.text    = GameUtils.getString(itemT.getName());

        //TODO::这里应该区分物品类型,进而去不同背包获得物品数量;
        int count = 0;

        if (ObjectSelf.GetInstance().TryGetItemCountById(EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, itemid, ref count))
        {
        }
        else
        {
            count = 0;
        }
        m_Value.text = count.ToString();

        m_detail.text = GameUtils.getString(itemT.getDes());

        ClearItems();

        GenerateGetItem(propsT.getIcon1(), propsT.getTextcomment1(), propsT.getAccessType1(), propsT.getAccessThing1());
        GenerateGetItem(propsT.getIcon2(), propsT.getTextcomment2(), propsT.getAccessType2(), propsT.getAccessThing2());
        GenerateGetItem(propsT.getIcon3(), propsT.getTextcomment3(), propsT.getAccessType3(), propsT.getAccessThing3());
        GenerateGetItem(propsT.getIcon4(), propsT.getTextcomment4(), propsT.getAccessType4(), propsT.getAccessThing4());
        GenerateGetItem(propsT.getIcon5(), propsT.getTextcomment5(), propsT.getAccessType5(), propsT.getAccessThing5());
    }
    /// <summary>
    ///
    /// </summary>
    /// <param name="iconSpr"></param>
    /// <param name="text"></param>
    /// <param name="type">获得途径的类型</param>
    /// <param name="data">获得途径类型的参数</param>
    public void SetData(Sprite iconSpr, string text, int acessType, int acessData)
    {
        icon.sprite = iconSpr;
        detail.text = text;

        type = acessType;
        data = acessData;

        string errorStr = string.Empty;

        if (!UICommonModule.PropsacessChecker(type, data, out errorStr))
        {
            hint.text = errorStr;
            hint.gameObject.SetActive(true);
            goBtn.gameObject.SetActive(false);
        }
        else
        {
            hint.gameObject.SetActive(false);
            goBtn.gameObject.SetActive(true);
        }
    }
 private void OnGetBtnClick()
 {
     UICommonModule.PropsacessHandler(type, data);
 }