private void TroopChangeRealDestination(Troop troop)
        {
            if (troop.mingling == "Attack" || troop.mingling == "Stratagem")
            {
                if (troop.CurrentStratagem != null)
                {
                    troop.mingling = "Stratagem";
                }
                if (troop.TargetTroop != null)
                {
                    if (troop.BaseAttackEveryAround || troop.AttackEveryAround)//修复雷霆战法攻击方式
                    {
                        foreach (Troop troop2 in troop.GetAllOtherTroopsInView())
                        {
                            if ((!troop.AttackedTroopList.HasGameObject(troop2)) && troop.mingling == "Attack" && troop.CanAttack(troop2) && (!troop.TroopNoAccidentalInjury || !troop.IsFriendly(troop2.BelongedFaction)))
                            {
                                troop.AttackTroop(troop2);
                            }
                        }
                    }
                    if (!((troop.mingling == "Attack" && troop.CanAttack(troop.TargetTroop)) ||
                          (troop.CurrentStratagem != null && troop.CanStratagem(troop.TargetTroop))))
                    {
                        troop.RealDestination = troop.TargetTroop.Position;
                    }
                    else
                    {
                        troop.RealDestination = troop.Position;
                    }
                }
                else if (troop.TargetArchitecture != null && troop.mingling == "Attack")//&& !troop.CanAttack(troop.TargetArchitecture)
                {
                    troop.RealDestination = troop.TargetArchitecture.Position;
                }

                else
                {
                    //troop.RealDestination = troop.Position;
                }
            }
            else if (troop.TargetTroop != null && troop.Will.ToString() == "行军" && troop.mingling != "Move" &&
                     ((troop.CurrentStratagem == null && troop.CanAttack(troop.TargetTroop)) ||
                      (troop.CurrentStratagem != null && troop.CanStratagem(troop.TargetTroop))))//ai
            {
                if (troop.BaseAttackEveryAround || troop.AttackEveryAround)
                {//修复雷霆战法攻击方式
                    foreach (Troop troop2 in troop.GetAllOtherTroopsInView())
                    {
                        if ((!troop.AttackedTroopList.HasGameObject(troop2)) && troop.CanAttack(troop2) && (!troop.TroopNoAccidentalInjury || !troop.IsFriendly(troop2.BelongedFaction)))
                        {
                            troop.AttackTroop(troop2);
                        }
                    }
                }
                troop.RealDestination = troop.Position;
            }
            else if (troop.TargetArchitecture != null)
            {
                troop.RealDestination = troop.TargetArchitecture.Position;
            }
        }