/// <summary>
 /// 清空缓冲坦克
 /// </summary>
 void OnDestroy()
 {
     this._BulletPool.Clear();
     this._Tank_Pool.Clear();
     this._Prop_Pool.Clear();
     Breed.Instance().RemoveAll();
 }
 /// <summary>
 /// 为坦克准备缓冲池
 /// </summary>
 void PrepareTank()
 {
     //Breed.Instance().Create("tank", _Prefab_Tank[GlobalManager.GetInstants()._PlayerEntity._Tank_Id - 1]);
     Breed.Instance().Create("tank", _Prefab_Tank[GlobalManager.GetInstants()._PlayerEntity._Tank_Id - 1]);
     this._Tank_Pool = Breed.Instance().Get("tank");
     this._Tank_Pool.Preload(20);
 }
 /// <summary>
 /// 为子弹准备缓冲池
 /// </summary>
 void PrepareBullet(GameObject bullet)
 {
     Breed.Instance().Create("bullet", bullet);
     this._BulletPool = Breed.Instance().Get("bullet");
     this._BulletPool.Preload(10);
 }
 /// <summary>
 /// 为炸弹准备缓冲池
 /// </summary>
 void PrepareProp()
 {
     Breed.Instance().Create("prop", _Prefab_Props[GlobalManager.GetInstants()._PlayerEntity._Bombing_Weapons - 1]);
     this._Prop_Pool = Breed.Instance().Get("prop");
     this._Prop_Pool.Preload(5);
 }