public void CreatEnemyMode()
        {
            Dictionary <int, List <BattleUnit> > entityList = new Dictionary <int, List <BattleUnit> >();

            foreach (BattleUnit enemy in mUnInstantiateEnemy)
            {
                if (entityList.ContainsKey(enemy.mID))
                {
                    entityList[enemy.mID].Add(enemy);
                }
                else
                {
                    entityList[enemy.mID] = new List <BattleUnit>();
                    entityList[enemy.mID].Add(enemy);
                }
            }

            foreach (int enemyID in entityList.Keys)
            {
                if (mParent.CanCreateModeNum() > 0)
                {
                    BattleUnitData bud = BattleUnitData.GetBattleUnitData(enemyID);

                    //just use befor monster creatfunction finished
                    int count = (entityList[enemyID].Count <= mParent.CanCreateModeNum())
                                                                        ? entityList[enemyID].Count : mParent.CanCreateModeNum();

                    for (int i = 0; i < count; i++)
                    {
                        string[] strList = bud.mPerfabPath.Split(',');

                        GameObject obj = GameObject.Instantiate(Resources.Load(strList[1])) as GameObject;
                        obj.transform.parent   = mParent.transform;
                        obj.transform.position = GetSaveCreatePos();
                        obj.transform.rotation = Quaternion.identity;
                        mParent.CreatMode(obj.GetComponent <BattleUnit>());

                        //AiMonster aimonster = obj.GetComponent<AiMonster>();
                        //if(aimonster)
                        //    aimonster.life = (int)entityList[enemyID][i].mHp;

                        mUnInstantiateEnemy.Remove(entityList[enemyID][i]);
                        GameObject.Destroy(entityList[enemyID][i].gameObject);
                    }
                    //test end
                }
                else
                {
                    break;
                }
            }
        }