/// <summary>
        /// 处理蓄力技能蓄力结束(抬起按键)
        /// </summary>
        private static void DisposeAccumulationSkillEndBroadcast(AccumulationSkillEndBroadcast result)
        {
            BaseEntity entity = GameplayManager.Instance.GetEntityManager().GetEntityById <BaseEntity>(result.CasterId);

            if (entity == null)
            {
                return;
            }

            if (entity.GetCurrSkillId() < 0 || entity.GetCurrSkillId() != (int)result.SkillId) //小于0 则不再释放中
            {
                return;
            }


            BroadCastSkill_Accumulation bctarges = new BroadCastSkill_Accumulation();
            uint skillid = result.SkillId;

            bctarges.skillId    = (int)skillid;
            bctarges.targets    = result.TargetList;
            bctarges.direction  = result.TargetPosition;
            bctarges.groupIndex = (int)result.GroupIndex;

            Leyoutech.Utility.DebugUtility.LogWarning("广播技能", string.Format("蓄力结束(抬起按键) SkillId = {0}", skillid));

            entity.SendEvent(ComponentEventName.BroadCastSkill_Accumulation, bctarges);
        }
    /// <summary>
    /// 广播蓄力索引,目标列表等
    /// </summary>
    private void BroadCastSkillAccumulation(IComponentEvent entityEvent)
    {
        BroadCastSkill_Accumulation bctarges = entityEvent as BroadCastSkill_Accumulation;

        m_PerceptronTarget.SetBroadCastTargets(bctarges.targets, bctarges.direction, true);

        //成功
        AccumulationIndexResult accResult = new AccumulationIndexResult();

        accResult.skillId           = (int)bctarges.skillId;
        accResult.accumulationIndex = (int)bctarges.groupIndex;
        SendEvent(ComponentEventName.AccumulationIndex, accResult);
    }