private void HandleSimplePanStateChanged(object sender, TouchScript.Events.GestureStateChangeEventArgs e)
        {
            SimplePanGesture target = sender as SimplePanGesture;

            switch (e.State)
            {
            case Gesture.GestureState.Began:
            case Gesture.GestureState.Changed:
                if (target.LocalDeltaPosition != Vector3.zero)
                {
                    FlowView.Instance.Flow(target.LocalDeltaPosition.x);
                }
                break;

            case Gesture.GestureState.Ended:
                float velocity = (target.LocalTransformCenter.x - target.PreviousLocalTransformCenter.x) * 0.5f;
                if (Mathf.Abs(velocity) > Threshold)
                {
                    FlowView.Instance.Inertia(velocity);
                }
                else
                {
                    FlowView.Instance.Flow();
                }
                break;
            }
        }
 private void HandleTap(object sender, TouchScript.Events.GestureStateChangeEventArgs e)
 {
     if (e.State == Gesture.GestureState.Recognized)
     {
         FlowView.Instance.Flow(gameObject);
     }
 }
 private void HandleRelease(object sender, TouchScript.Events.GestureStateChangeEventArgs e)
 {
     if (e.State == Gesture.GestureState.Recognized)
     {
         ReleaseGesture gesture = sender as ReleaseGesture;
         ScaleDown(gesture.gameObject);
     }
 }
 private void HandlePress(object sender, TouchScript.Events.GestureStateChangeEventArgs e)
 {
     if (e.State == Gesture.GestureState.Recognized)
     {
         FlowView.Instance.StopInertia();
         PressGesture gesture = sender as PressGesture;
         ScaleUp(gesture.gameObject);
     }
 }
        /// <summary>
        /// 點擊事件
        /// </summary>
        /// <param name="sender">Sender.</param>
        /// <param name="e">E.</param>
        private void HandleTap(object sender, TouchScript.Events.GestureStateChangeEventArgs e)
        {
            if (e.State == Gesture.GestureState.Recognized)
            {
                Debug.Log("Start Down 2");

                //如果资源已存在本地,则进入加载场景,否则下载资源
                if (GetComponent <SceneDataDetect>().dataState == SceneDataDetect.DataState.Downloaded)
                {
                    Debug.Log("Start Down 3");

                    //如果点击的场景在屏幕中央,则直接进入
                    if (transform.localPosition.z == 0)
                    {
                        LoadScene();
                    }
                    else
                    {
                        FlowView.Instance.Flow(gameObject);
                        Invoke("LoadScene", 0.4f);
                    }
                }
                //判断当前是否有其他场景处于下载状态
                else if (GetComponent <SceneDataDetect>().dataState == SceneDataDetect.DataState.unDownload)
                {
                    Debug.Log("Start Down 4");

                    //下载: 當前如果有場景正在下載,那就不響應
                    foreach (KeyValuePair <int, SceneDataDetect.DataState> kp in SceneManager.sceneDataState)
                    {
                        if (kp.Value == SceneDataDetect.DataState.Downloading)
                        {
                            Debug.Log(kp.Key);
                            return;
                        }
                    }
                    Debug.Log("Start Down 5");
                    //設置狀態條
                    sceneDataDetect.dataState = SceneDataDetect.DataState.Downloading;
                    sceneDataDetect.psc.DownLoadObj(true);
                    sceneDataDetect.psc.UnDownLoadObj(false);
                    //刷新卡牌當前狀態
                    SceneManager.sceneDataState[int.Parse(gameObject.name)] = SceneDataDetect.DataState.Downloading;
//                    sceneManager.DownLoadData(int.Parse(gameObject.name));
                    SceneManager.Instance.DownLoadData(int.Parse(gameObject.name));
                }
            }
        }