void UpdateEntityTurnList(TurnBase turnBase, TurnBase nextTurnBase)
    {
        UICombatMainEntityTurnItem item = GetItem();

        item.SetController(turnBase.curController);
        foreach (CControllerComponent t in turnBase.readyControllerList)
        {
            item = GetItem();
            item.SetController(t);
        }
        turnSplit.SetSiblingIndex(item.transform.GetSiblingIndex());
        foreach (CControllerComponent t in nextTurnBase.readyControllerList)
        {
            GetItem().SetController(t);
        }
    }
    UICombatMainEntityTurnItem GetItem()
    {
        foreach (UICombatMainEntityTurnItem item in m_Items)
        {
            if (!item.gameObject.activeSelf)
            {
                return(item);
            }
        }

        GameObject obj = GameObject.Instantiate <GameObject>(prefab.gameObject);

        obj.transform.parent = transform;
        UICombatMainEntityTurnItem newItem = obj.GetComponent <UICombatMainEntityTurnItem>();

        newItem.Initialize();
        newItem.ResetController();
        m_Items.Add(newItem);
        return(newItem);
    }