void OnTriggerExit(Collider other)
 {
     if (other.transform.GetComponent <CharacterController>() != null && other.gameObject.layer != LayerMask.NameToLayer("Person"))
     {
         IsFPSEnter = false;
         DevSubsystemManage fpsManager = DevSubsystemManage.Instance;
         if (fpsManager)
         {
             fpsManager.SetTriggerBuilding(this, false);
         }
         RoamManage.Instance.EntranceIndoor(false);
         //ShowBuildingDev(false);
         if (fpsManager && !fpsManager.IsFPSInBuilding())
         {
             RoamManage.Instance.SetLight(false);                                              //人不在建筑中,才关闭灯光
         }
     }
 }
 void OnTriggerEnter(Collider other)
 {
     //定位人员的Layer是Person,漫游人员没有设置是Default
     if (other.transform.GetComponent <CharacterController>() != null && other.gameObject.layer != LayerMask.NameToLayer("Person"))
     {
         if (BuildingTopColliderManage.IsInBuildingRoof)
         {
             return;                                            //处于楼顶,不算楼内
         }
         DevSubsystemManage fpsManager = DevSubsystemManage.Instance;
         if (fpsManager)
         {
             fpsManager.SetTriggerBuilding(this, true);
         }
         RoamManage.Instance.EntranceIndoor(true);
         ShowBuildingDev(true);
         IsFPSEnter = true;
     }
 }