private void Update()
        {
            if (Input.GetKeyDown(KeyCode.R))
            {
                SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
            }

            if (!aiming && Input.GetMouseButtonDown(1))
            {
                var intensity = vignette.intensity.value;
                DOVirtual.Float(intensity, 0.8f, 0.2f, SetVignette);
                Aim(true);
            }

            //就算时间到了也不会自动发射
            if (aiming && Input.GetMouseButtonUp(1))
            {
                var intensity = vignette.intensity.value;
                DOVirtual.Float(intensity, 0.0f, 0.2f, SetVignette);
                if (finalTargets.Count > 0)
                {
                    director.Play();
                    input.anim.SetFloat(PosY_ID, 1);
                    input.enabled       = false;
                    cinematic           = true;
                    transform.position += Vector3.up * 3;

                    foreach (LockFollowUI l in ui.lockList)
                    {
                        Destroy(l.gameObject);
                    }

                    ui.lockList.Clear();
                }

                Aim(false);
            }


            if (aiming)
            {
                //一帧一帧数慢慢加进来
                if (time >= 5)
                {
                    time = 0;

                    List <Transform> oldTargets = detection.targets;

                    if (oldTargets.Count > 0 && finalTargets.Count < limit)
                    {
                        if (index < oldTargets.Count)
                        {
                            ui.LockTarget(oldTargets[index]);
                            finalTargets.Add(oldTargets[index]);
                        }

                        index = Mathf.Min(oldTargets.Count - 1, index + 1);
                        if (index == oldTargets.Count - 1)
                        {
                            index = 0;
                        }
                    }
                }
                else
                {
                    time++;
                }
            }
        }
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.R))
        {
            SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
        }

        if (Input.GetMouseButtonDown(1))
        {
            DOVirtual.Float(postProfile.GetSetting <Vignette>().intensity.value, .8f, .2f, SetVignette);
            Aim(true);
        }
        if (Input.GetMouseButtonUp(1))
        {
            DOVirtual.Float(postProfile.GetSetting <Vignette>().intensity.value, 0, .2f, SetVignette);

            if (finalTargets.Count > 0)
            {
                director.Play();
                input.anim.SetFloat("PosY", 1);
                input.enabled       = false;
                cinematic           = true;
                transform.position += Vector3.up * 3;

                LockFollowUI[] locks = FindObjectsOfType <LockFollowUI>();
                foreach (LockFollowUI l in locks)
                {
                    Destroy(l.gameObject);
                }
            }

            Aim(false);
        }

        if (aiming)
        {
            if (time >= 5)
            {
                time = 0;

                List <Transform> oldTargets = new List <Transform>();
                oldTargets = detection.targets;

                if (oldTargets.Count > 0 && finalTargets.Count < limit)
                {
                    if (index < oldTargets.Count)
                    {
                        ui.LockTarget(oldTargets[index]);
                        finalTargets.Add(oldTargets[index]);
                    }

                    index = Mathf.Min(oldTargets.Count - 1, index + 1);
                    if (index == oldTargets.Count - 1)
                    {
                        index = 0;
                    }
                }
            }
            else
            {
                time++;
            }
        }
    }