private void ReleaseNormalAtk()
 {
     if (EntitySelfPlayer.CurrentAniState == AniState.Attack)  //第二次及以上普通攻击
     //在500ms以内进行第二次点击,存数据
     {
         double nowAtkTime = GameEntry.Timer.GetNowTime();
         if (nowAtkTime - LastAtkTime < Constants.ComboSpace && LastAtkTime != 0) //满足时间间隔
         {
             if (m_ComboArr[ComboIndex] != m_ComboArr[m_ComboArr.Length - 1])     //连击未达到5次
             {
                 ComboIndex += 1;
                 EntitySelfPlayer.ComboQue.Enqueue(m_ComboArr[ComboIndex]);
                 LastAtkTime = nowAtkTime;
             }
             else  //连击已满,重新计时/计数
             {
                 LastAtkTime = 0;
                 ComboIndex  = 0;
             }
         }
     }
     else if (EntitySelfPlayer.CurrentAniState == AniState.Idle || EntitySelfPlayer.CurrentAniState == AniState.Move)  //开始第一次普通攻击计时,计数
     {
         ComboIndex  = 0;
         LastAtkTime = GameEntry.Timer.GetNowTime();
         EntitySelfPlayer.Attack(m_ComboArr[ComboIndex]);
     }
 }
    public void SetSelfPlayerMoveDir(Vector2 dir)
    {
        //设置玩家移动
        InputDir = dir;
        if (EntitySelfPlayer.CanControl == false)
        {
            return;
        }

        if (EntitySelfPlayer.CurrentAniState == AniState.Idle || EntitySelfPlayer.CurrentAniState == AniState.Move)
        {
            if (dir == Vector2.zero)
            {
                EntitySelfPlayer.Idle();
            }
            else
            {
                EntitySelfPlayer.Move();
                EntitySelfPlayer.SetDir(dir);
            }
        }
    }
 private void ReleaseSkill3()
 {
     EntitySelfPlayer.Attack(103);
 }