private void UpdateCheckSkillprompt()
    {
        if (skillCheckTimerLock.IsLocked)
        {
            return;
        }
        skillCheckTimerLock.IsLocked = true;
        if (currentSkillpromptmove != null || currentSkillprompt != null)
        {
            return;
        }
        int index = IsHaveFreeSkill();

        if (index == -1)
        {
            return;
        }
        currentSkillpromptId = (GameSkill.SkillId)index;

        currentSkillprompt     = LoadResource_UIPrefabs(string.Format("skillprompt{0}.prefab", index + 1));
        currentSkillpromptmove = LoadResource_UIPrefabs("skillpromptmovein.prefab").GetComponent <GuiPlaneAnimationPlayer>();
        currentSkillprompt.transform.parent = currentSkillpromptmove.transform;
        currentSkillpromptmove.Stop();
        currentSkillpromptmove.Play();
        currentSkillpromptmove.DelegateOnPlayEndEvent += CurrentSkillPromptMoveIn;
    }
 private void EffectSkill(GameSkill.SkillId id)
 {
     skillEffect[(int)id] = true;
     //播放释放技能的光效
     //GameObject obj = LoadResource_UIPrefabs("skillpanelfire.prefab");
     //obj.transform.position = skillPosition[(int)id].transform.position;
     //obj = LoadResource_UIPrefabs("skillpanelstatus.prefab");
     //obj.transform.position = skillPosition[(int)id].transform.position;
     //释放人物身上的技能释放光效
     //释放人物身上的技能持续光效。
 }