/// <summary>
    /// 服务端接收到计算机系协议
    /// </summary>
    /// <param name="msgBase"></param>
    public void ProcessComputerScience(MsgComputerScience msg)
    {
        int paiIndex = msg.paiIndex; //牌在这个玩家的索引
        int id       = msg.id;       //出牌的玩家id

        doSkillTime[msg.id]++;
        msg.canSkill = doSkillTime[msg.id] < maxSkillTime[msg.id] ? true : false;
        Broadcast(msg);

        MsgChuPai msgChuPai = new MsgChuPai();

        msgChuPai.id       = msg.id;
        msgChuPai.paiIndex = msg.paiIndex;
        Broadcast(msgChuPai);
        if (paiIndex == -1)
        {
            //服务端执行胡的操作,清空数据,写入数据库等
            Over(msg.id, false);
            return;
        }

        int      paiId    = paiManager.ChuPai(paiIndex, id);
        MsgFaPai msgFaPai = new MsgFaPai();

        turn = (turn + 1) % 4;

        msgFaPai = ProcessMsgFaPai(msgFaPai);
        //广播
        Broadcast(msgFaPai);
    }
    public void LaunchComputerScience()
    {
        MsgComputerScience msg = new MsgComputerScience();

        msg.id           = id;
        msg.paiIndex     = selectedPaiIndex;
        selectedPaiIndex = -1;
        NetManager.Send(msg);
    }
    /// <summary>
    /// 处理计算机系的协议,就是增加一次使用完毕的技能,并对ui进行更新
    /// </summary>
    /// <param name="msgBase"></param>
    public void OnMsgComputerScience(MsgBase msgBase)
    {
        MsgComputerScience msg = (MsgComputerScience)msgBase;

        if (msg.id == client_id)
        {
            skillCount--;
            gamePanel.RestSkillCount = skillCount;
        }
    }
    public static void MsgComputerScience(ClientState c, MsgBase msgBase)
    {
        MsgComputerScience msg    = (MsgComputerScience)msgBase;
        Player             player = c.player;

        if (player == null)
        {
            return;
        }
        Room room = RoomManager.GetRoom(player.roomId);

        if (room == null)
        {
            return;
        }
        GameManager gameManager = room.gameManager;

        if (gameManager == null)
        {
            return;
        }
        gameManager.ProcessComputerScience(msg);
    }