/// <summary>
        /// 根据技能id,获取到受击者的列表
        /// 返回值 是一个三元组。分别是 dummy list, monster list, player list
        /// </summary>
        /// <param name="hitActionID"></param>
        /// <param name="ltwm"></param>
        /// <param name="rotation"></param>
        /// <param name="forward"></param>
        /// <param name="position"></param>
        /// <returns></returns>
        private List <List <uint> > GetHitEntities(int hitActionID, Matrix4x4 ltwm, Quaternion rotation, Vector3 forward, Vector3 position)
        {
            var spellData = SkillAction.dataMap[hitActionID];
            //技能实施的目标类型,0敌人,1自己,2队友,3友方
            int targetType = spellData.targetType;
            //技能范围类型。0 扇形 1 圆形 2单体 3直线 4前方
            int targetRangeType = spellData.targetRangeType;
            //攻击范围参数。 针对不同类型,有不同的意义。 浮点数列表
            List <float>        targetRangeParam = spellData.targetRangeParam;
            float               offsetX          = spellData.hitXoffset;
            float               offsetY          = spellData.hitYoffset;
            float               angleOffset      = 180;
            List <List <uint> > entities         = new List <List <uint> >();

            if (targetType == (int)TargetType.Myself)
            {
                List <uint> listDummy     = new List <uint>();
                List <uint> listMonster   = new List <uint>();
                List <uint> listPlayer    = new List <uint>();
                List <uint> listMercenary = new List <uint>();
                listPlayer.Add(theOwner.ID);
                entities.Add(listDummy);
                entities.Add(listMonster);
                entities.Add(listPlayer);
                entities.Add(listMercenary);
                return(entities);
            }
            if (theOwner.Transform == null)
            {
                return(entities);
            }
            Matrix4x4  entityltwm     = theOwner.Transform.localToWorldMatrix;
            Quaternion entityrotation = theOwner.Transform.rotation;
            Vector3    entityforward  = theOwner.Transform.forward;
            Vector3    entityposition = theOwner.Transform.position;

            //如果技能释放的位置不是自身,当castPosType为0的时候,不是自身
            if (spellData.castPosType == 0)
            {
                entityltwm     = ltwm;
                entityrotation = rotation;
                entityforward  = forward;
                entityposition = position;
            }
            TargetRangeType rangeType = (TargetRangeType)targetRangeType;

            switch (rangeType)
            {
            //圆形
            case TargetRangeType.CircleRange:
                if (targetRangeParam.Count >= 1)
                {
                    float radius = targetRangeParam[0] * 0.01f;    //参数1为范围半径
                    if (spellData.castPosType == 2 && theOwner is EntityDummy)
                    {
                        EntityParent e = theOwner.GetTargetEntity();
                        if (e != null)
                        {
                            entities = UnityTools.GetEntityInRange(e.Transform.position, radius, offsetX, offsetY, angleOffset);
                        }
                    }
                    else
                    {
                        entities = UnityTools.GetEntityInRange(entityltwm, entityrotation, entityforward, entityposition, radius, offsetX, offsetY, angleOffset);
                    }
                }
                break;

            //直线
            case TargetRangeType.LineRange:
                if (targetRangeParam.Count >= 2)
                {
                    float length = targetRangeParam[0] * 0.01f;
                    float width  = targetRangeParam[1] * 0.01f;
                    entities = UnityTools.GetEnitiesForntLineNew(entityltwm, entityrotation, entityforward, entityposition, length, entityforward, width, offsetX, offsetY, angleOffset);
                }
                break;
            }
            return(entities);
        }