private void Update()
 {
     //Stop all sequences is ActionSequenceSystem
     if (Input.GetKeyDown(KeyCode.End))
     {
         ActionSequenceSystem.StopSequenceAll();
     }
 }
    // Update is called once per frame
    private void Update()
    {
        //Start a loop in Update, using transform as ID
        if (Input.GetKeyDown(KeyCode.A))
        {
            transform.Looper(1, -1, true, count => Debug.Log("A" + count));
        }

        //Start a loop in Update
        if (Input.GetKeyDown(KeyCode.S))
        {
            this.Looper(1, -1, true, count => Debug.Log("S" + count));
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            this.Sequence().Interval(1).Action(() => this.Sequence().Interval(1).Action(() => Debug.Log("C")))
            .Interval(2)
            .Action(i => Debug.Log(i));
        }

        //Stop all sequences start by this ID
        if (Input.GetKeyDown(KeyCode.D))
        {
            transform.StopSequence();
        }

        //Stop all sequences start by transform
        if (Input.GetKeyDown(KeyCode.F))
        {
            this.StopSequence();
        }

        //Stop all sequences is ActionSequenceSystem
        if (Input.GetKeyDown(KeyCode.End))
        {
            Debug.Log("手动停止所有序列");
            ActionSequenceSystem.StopSequenceAll();
        }

        //If this Component is destroyed, the associated Sequence will automatically stop and recycle to the pool.
    }