public void InitNewSlider(BasicStuff stuff)
    {
        if (slider == null)
        {
            Debug.Log("Slider GameObject lost");
        }
        // 是否创建新的 Slider
        createNewSlider(stuff);
        // 创建新的 slider 对象
        int ID = stuff.ID;

        if (ID == _playerStuff.ID)
        {
            _timer.setSliderTime(ID, stuff.requireTime);
            _triggedEvent[ID] = _playerStuff.requireTime;
        }
        else
        {
            // 允许中间切入主动事件发生, 并且及时更新消耗最大事件
            if (_triggedEvent.ContainsKey(ID))
            {
                _triggedEvent[ID] = stuff.getWaitTime();
            }
            _timer.setSliderTime(ID, stuff.getWaitTime());
        }
    }
    private List <int> _postiveEventList          = new List <int>();               // 主动触发事件列表
    #endregion

    private void Start()
    {
        for (int i = 0; i < stuffList.Count; i++)
        {
            BasicStuff stuff = stuffList[i];
            stuff.init(this, player);
            if (stuff.isOrder)
            {
                stuff.gameObject.SetActive(false);
                _postiveEventList.Add(stuff.ID);
            }
            _triggedEvent.Add(stuff.ID, stuff.getWaitTime());
        }

        for (int i = 0; i < toolStuffList.Count; i++)
        {
            BasicStuff stuff = toolStuffList[i];
            stuff.init(this, player);
            _triggedEvent.Add(stuff.ID, stuff.requireTime);
        }

        _timer = TimeLine.getInstance();
        // 初始化时间点
        _timePointCount = 0;
        // 起始等待 3 s
        _timer.setElapseTime(3.0f);
        _playerStuff = player.getStuffComp();
        _triggedEvent.Add(_playerStuff.ID, _playerStuff.requireTime);
    }
    private void stuffStartWaiting(BasicStuff stuff)
    {
        int   ID       = stuff.ID;
        float waitTime = stuff.getWaitTime();

        InitNewSlider(stuff);

        // 记录需要最大时间值
        if (!_triggedEvent.ContainsKey(ID))
        {
            _triggedEvent.Add(ID, waitTime);
        }
        // 开始等待
        stuff.waitStart();
    }