/**
     * 控制角色从当前位置向指定位置跳跃
     *
     * \param targetPosition 目标位置(全局坐标系)
     * \param throughStyle 通过方式,默认指定为向前跳跃
     */
    public void JumpToTarget(Vector3 targetPosition, PathSegmentThroughStyle throughStyle)
    {
        if (PathSegmentThroughStyle.JumpUp == throughStyle)
        {
            this.targetPosition  = targetPosition + new Vector3(0, 0.02F, 0);
            multipleForwardSpeed = 1.0F;
        }
        else
        {
            this.targetPosition  = targetPosition;
            multipleForwardSpeed = VectorMath.DistanceXZ(targetPosition, transform.position) / normalizedForwardDistance;
            multipleForwardSpeed = Mathf.Clamp(multipleForwardSpeed, 1.0F, MAX_SPEED_MULTIPLE);
        }

        switch (throughStyle)
        {
        case PathSegmentThroughStyle.JumpUp:
            animator.SetTrigger(PROPERTY_JUMPUP);
            break;

        case PathSegmentThroughStyle.JumpDown:
            animator.SetTrigger(PROPERTY_JUMPDOWN);
            break;

        default:
            animator.SetTrigger(PROPERTY_JUMPFORWARD);
            break;
        }

        this.throughStyle = throughStyle;

        isProcessing = true;
        finishedSign = false;
    }