/// <summary>
    /// 设置是否已经击爆Npc.
    /// </summary>
    internal void SetIsHaveJiBaoNpc(bool isHaveJiBao, SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState type)
    {
        if (XkGameCtrl.GetInstance().m_GamePlayerAiData.IsActiveAiPlayer == true)
        {
            //没有玩家激活游戏时不允许设置该属性.
            return;
        }

        BaoJiangData baoJiangDt = null;

        switch (type)
        {
        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.JPBossDaiJinQuan:
        {
            baoJiangDt = m_BaoJiangDtJPBoss;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_01:
        {
            baoJiangDt = m_BaoJiangDtZhanChe01;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_02:
        {
            baoJiangDt = m_BaoJiangDtZhanChe02;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.SuiJiDaoJuDaiJinQuan:
        {
            baoJiangDt = m_BaoJiangDtSuiJiDaoJu;
        }
        break;
        }

        if (baoJiangDt != null)
        {
            SetIsHaveBaoJiang(type, isHaveJiBao);
            baoJiangDt.SetIsHaveJiBaoNpc(isHaveJiBao);
        }
    }
    /// <summary>
    /// 获取人数是否积累足够.
    /// </summary>
    internal bool GetIsEnoughPlayerNum(SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState type)
    {
        BaoJiangData baoJiangDt = null;

        switch (type)
        {
        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.JPBossDaiJinQuan:
        {
            baoJiangDt = m_BaoJiangDtJPBoss;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_01:
        {
            baoJiangDt = m_BaoJiangDtZhanChe01;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_02:
        {
            baoJiangDt = m_BaoJiangDtZhanChe02;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.SuiJiDaoJuDaiJinQuan:
        {
            baoJiangDt = m_BaoJiangDtSuiJiDaoJu;
        }
        break;
        }

        bool isEnough = false;

        if (baoJiangDt != null)
        {
            isEnough = baoJiangDt.GetIsEnoughPlayerNum();
        }
        return(isEnough);
    }
    /// <summary>
    /// 获取是否已经击爆了某种类型的奖品npc.
    /// </summary>
    internal bool GetIsHaveJiBaoNpc(SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState type)
    {
        BaoJiangData baoJiangDt = null;

        switch (type)
        {
        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.JPBossDaiJinQuan:
        {
            baoJiangDt = m_BaoJiangDtJPBoss;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_01:
        {
            baoJiangDt = m_BaoJiangDtZhanChe01;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_02:
        {
            baoJiangDt = m_BaoJiangDtZhanChe02;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.SuiJiDaoJuDaiJinQuan:
        {
            baoJiangDt = m_BaoJiangDtSuiJiDaoJu;
        }
        break;
        }

        bool isHaveJiBao = true;

        if (baoJiangDt != null)
        {
            isHaveJiBao = baoJiangDt.GetIsHaveJiBaoNpc();
        }
        return(isHaveJiBao);
    }
    /// <summary>
    /// 更新爆奖率数据信息.
    /// </summary>
    internal void UpdateBaoJiangDt(SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState type, int baoJiangLv)
    {
        BaoJiangData baoJiangDt = null;

        switch (type)
        {
        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.JPBossDaiJinQuan:
        {
            baoJiangDt = m_BaoJiangDtJPBoss;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_01:
        {
            baoJiangDt = m_BaoJiangDtZhanChe01;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_02:
        {
            baoJiangDt = m_BaoJiangDtZhanChe02;
        }
        break;

        case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.SuiJiDaoJuDaiJinQuan:
        {
            baoJiangDt = m_BaoJiangDtSuiJiDaoJu;
        }
        break;
        }

        if (baoJiangDt != null)
        {
            baoJiangDt.UpdateMaxPlayer(baoJiangLv);
        }
    }