/**
     * @des:添加当前数据索引数据
     */
    public void AddItem(int dataIndex)
    {
        if (dataIndex < 0 || dataIndex > dataCount)
        {
            return;
        }
        //检测是否需添加gameObject
        bool isNeedAdd = false;

        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            LoopListItme item = listItem[i];
            if (item.Index >= (dataCount - 1))
            {
                isNeedAdd = true;
                break;
            }
        }
        setDataCount(dataCount + 1);

        if (isNeedAdd)
        {
            for (int i = 0; i < listItem.Count; i++)
            {
                LoopListItme item     = listItem[i];
                int          oldIndex = item.Index;
                if (oldIndex >= dataIndex)
                {
                    item.Index = oldIndex + 1;
                }
                item = null;
            }
            setUpdateRectItem(getCurScrollPerLineIndex());
        }
        else
        {
            //重新刷新数据
            for (int i = 0; i < listItem.Count; i++)
            {
                LoopListItme item     = listItem[i];
                int          oldIndex = item.Index;
                if (oldIndex >= dataIndex)
                {
                    item.Index = oldIndex;
                }
                item = null;
            }
        }
    }
    /**
     * @des:删除当前数据索引下数据
     */
    public void DelItem(int dataIndex)
    {
        if (dataIndex < 0 || dataIndex >= dataCount)
        {
            return;
        }
        //删除item逻辑三种情况
        //1.只更新数据,不销毁gameObject,也不移除gameobject
        //2.更新数据,且移除gameObject,不销毁gameObject
        //3.更新数据,销毁gameObject

        bool isNeedDestroyGameObject = (listItem.Count >= dataCount);

        setDataCount(dataCount - 1);

        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            LoopListItme item     = listItem[i];
            int          oldIndex = item.Index;
            if (oldIndex == dataIndex)
            {
                listItem.Remove(item);
                if (isNeedDestroyGameObject)
                {
                    GameObject.Destroy(item.gameObject);
                }
                else
                {
                    item.Index = -1;
                    unUseItem.Enqueue(item);
                }
            }
            if (oldIndex > dataIndex)
            {
                item.Index = oldIndex - 1;
            }
        }
        setUpdateRectItem(getCurScrollPerLineIndex());
    }
    /**
     * @des:设置更新区域内item
     * 功能:
     * 1.隐藏区域之外对象
     * 2.更新区域内数据
     */
    private void setUpdateRectItem(int scrollPerLineIndex)
    {
        if (scrollPerLineIndex < 0)
        {
            return;
        }
        curScrollPerLineIndex = scrollPerLineIndex;
        int startDataIndex = curScrollPerLineIndex * maxPerLine;
        int endDataIndex   = (curScrollPerLineIndex + viewCount) * maxPerLine;

        //移除
        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            LoopListItme item  = listItem[i];
            int          index = item.Index;
            if (index < startDataIndex || index >= endDataIndex)
            {
                item.Index = -1;
                listItem.Remove(item);
                unUseItem.Enqueue(item);
            }
        }
        //显示
        for (int dataIndex = startDataIndex; dataIndex < endDataIndex; dataIndex++)
        {
            if (dataIndex >= dataCount)
            {
                continue;
            }
            if (isExistDataByDataIndex(dataIndex))
            {
                continue;
            }
            createItem(dataIndex);
        }
    }