static void ResetTargePos(Character cha, ChildObject childObject, SkillContext context, excel_skill_event e)
    {
        SkillSelectCharactorType selType = (SkillSelectCharactorType)e.evnetParam1;
        Character selTarget = context.SelectCharactorByType(selType);

        if (selTarget == null)
        {
            return;
        }

        float fAngle = (float)e.evnetParam2;

        if (e.evnetParam3 > 0)
        {
            float fAngleR = (float)e.evnetParam3 * 2.0f;
            float fPct    = UnityEngine.Random.Range(0.0f, 1.0f);
            fAngle += fPct * fAngleR - fAngleR;
        }

        Quaternion q   = Quaternion.AngleAxis(fAngle, Vector3.up);
        Vector3    dir = selTarget.Direction;

        if (e.evnetParam4 > 0 && context.mOwner != selTarget)
        {
            dir   = selTarget.Position - context.mOwner.Position;
            dir.y = 0.0f;
            dir.Normalize();
        }
        dir = q * dir;
        float   dist      = (float)e.evnetParam5 * 0.001f;
        Vector3 targetPos = selTarget.Position + dir * dist;

        TargetPosTestType testType = (TargetPosTestType)e.evnetParam6;

        switch (testType)
        {
        case TargetPosTestType.None:
            break;

        case TargetPosTestType.LineTest:
        {
            uint layer = NavigationSystem.GetLayer(context.mOwner.Position);
            if (NavigationSystem.LineCast(context.mOwner.Position, targetPos, layer, out targetPos))
            {
                break;
            }
            break;
        }

        case TargetPosTestType.TargetInNav:
        {
            if (!NavigationSystem.IsInNavigation(targetPos))
            {
                targetPos = selTarget.Position;
            }
            break;
        }
        }
        context.TargetPos = targetPos;
    }