// Use this for initialization
    void Start()
    {
        _Instance = this;
        gameObject.SetActive(false);

        UISprite DirSprite = GetComponent <UISprite>();

        DirSprite.enabled = true;
    }
    public void ResetIsActivePlayer()
    {
        IsActivePlayer = false;
        ZhunXingCtrl.GetInstance().ClosePlayerZhunXing();
        DirectionInfoCtrl.GetInstance().HiddenDirWrong();
        PlayerYueJieCtrl.GetInstance().ClosePlayerYueJie();

        ActiveDaJuCtrl.GetInstanceP1().ActivePlayerBlood(false);
        ActiveDaJuCtrl.GetInstanceP2().ActivePlayerBlood(false);
    }
    void SetIsDirWrong(bool isWrong)
    {
        if (isWrong == DirectionInfoCtrl.GetInstance().GetIsActiveDirection())
        {
            return;
        }

        if (isWrong)
        {
            CloseHuanYingFuState();
            PlayerAutoFire.ResetIsIntoPuBu();
            PlayerAutoFire.HandlePlayerCloseHuanYingFu();
            DirectionInfoCtrl.GetInstance().ShowDirWrongInfo();
        }
        else
        {
            DirectionInfoCtrl.GetInstance().HiddenDirWrong();
        }
    }
    public void ShowPlayerYueJie()
    {
        if (StartGameTimeCtrl.GetInstance().CheckIsActiveStartTime())
        {
            return;
        }

        if (gameObject.activeSelf)
        {
            return;
        }
        gameObject.SetActive(true);
        //AudioListCtrl.PlayAudio(AudioListCtrl.GetInstance().AudioGameJingGao);
        AudioListCtrl.PlayAudioLoopJingGao();
        DirectionInfoCtrl.GetInstance().HiddenDirWrong();
        PlayerAutoFire.ResetIsIntoPuBu();
        PlayerAutoFire.HandlePlayerCloseHuanYingFu();
        PlayerAutoFire.HandlePlayerCloseShenXingState();
        PlayerAutoFire.AddPlayerHitZhangAiNum();
    }