/// <summary>
    /// 设置素材
    /// </summary>
    public void SetSynthesisMaterials()
    {
        if (listUIMaterial == null)
        {
            listUIMaterial = new List <UIViewSynthesisMaterial>();
        }
        listUIMaterial.Clear();

        //先删除所有素材
        ui_SynthesisMaterials.DestroyAllChild();
        //获取当前选中合成道具
        ItemsSynthesisBean itemsSynthesis = listSynthesisData[indexSelect];
        List <ItemsSynthesisMaterialsBean> listMaterials = itemsSynthesis.GetSynthesisMaterials();

        //获取起始点位置
        Vector2[] listCirclePosition = VectorUtil.GetListCirclePosition(listMaterials.Count, 0, Vector2.zero, 95);
        //创建所有素材
        int itemAngle = 360 / listMaterials.Count;

        for (int i = 0; i < listMaterials.Count; i++)
        {
            GameObject objMaterial = Instantiate(ui_SynthesisMaterials.gameObject, ui_ViewSynthesisMaterial.gameObject);
            UIViewSynthesisMaterial itemMaterial = objMaterial.GetComponent <UIViewSynthesisMaterial>();

            ItemsSynthesisMaterialsBean itemData = listMaterials[i];
            itemMaterial.SetData(itemData, itemAngle * i);
            itemMaterial.rectTransform.anchoredPosition = listCirclePosition[i];
            listUIMaterial.Add(itemMaterial);
        }
    }
 /// <summary>
 /// 刷新素材显示
 /// </summary>
 public void RefreshMaterials()
 {
     if (listUIMaterial == null)
     {
         listUIMaterial = new List <UIViewSynthesisMaterial>();
     }
     for (int i = 0; i < listUIMaterial.Count; i++)
     {
         UIViewSynthesisMaterial itemUIMaterial = listUIMaterial[i];
         itemUIMaterial.RefreshUI();
     }
 }