protected void onRefreshResourceClick(GameObject obj)
    {
        // 从数据库中查找
        mResourceList.Clear();
        List <EffectData> dataList;

        mSQLiteEffect.queryAll(out dataList);
        int count = dataList.Count;

        for (int i = 0; i < count; ++i)
        {
            EffectAtlas effectAtlas = new EffectAtlas();
            effectAtlas.mAtlasName   = dataList[i].mResource;
            effectAtlas.mAnimSetList = new List <EffectAnim>();
            List <EffectFrameData> frameDataList;
            mSQLiteEffectFrame.query(dataList[i].mID, out frameDataList);
            int frameDataCount = frameDataList.Count;
            for (int j = 0; j < frameDataCount; ++j)
            {
                EffectAnim anim = new EffectAnim();
                anim.mID         = frameDataList[j].mID;
                anim.mAction     = frameDataList[j].mAction;
                anim.mDirection  = frameDataList[j].mDirection;
                anim.mTextureSet = frameDataList[j].mAction + "_dir" + frameDataList[j].mDirection;
                effectAtlas.mAnimSetList.Add(anim);
            }
            mResourceList.Add(effectAtlas);
        }
        mEffectCount.setLabel("图集数量:0/" + mResourceList.Count);
        // 设置
        setCurAtlas(0);
    }
    protected void setCurAnim(int index)
    {
        if (index < 0 || index >= mResourceList[mAtlasIndex].mAnimSetList.Count)
        {
            return;
        }
        mAnimIndex = index;
        EffectAtlas curAtlas  = mResourceList[mAtlasIndex];
        EffectAnim  curAnim   = curAtlas.mAnimSetList[mAnimIndex];
        float       playSpeed = stringToFloat(mPlaySpeed.getText());

        mEffectSpriteInstance.play(curAnim.mTextureSet, findPosList(curAnim), mPlayLoop.getChecked(), playSpeed);
        mEffectName.setText(curAtlas.mAtlasName + "/" + curAnim.mTextureSet);
        checkPause();
        mAnimCount.setLabel("序列帧数量:" + (mAnimIndex + 1) + "/" + curAtlas.mAnimSetList.Count);
    }