private void DoTweenMoneyEffect(int index)
    {
        //Logger.LogWarp.LogError("DoTweenMoneyEffect " + index + " " + m_TargetPosition + " " + moveTime);
        MoneyEffectData data = m_MoneyEffectChildList[index];

        data.Trans.localScale = scale;
        //Vector2 p2 = Vector2.zero;
        Vector2 p2 = data.Trans.position;

        //if (tweenPos != null)
        //{
        //    if (tweenPos.IsPlaying())
        //    {
        //        tweenPos.Complete();
        //    }
        //    tweenPos.Kill();

        //}

        tweenPos = DOTween.To(() => p2, x => p2 = x, m_TargetPosition, moveTime);
        tweenPos.SetEase(Ease.InSine);
        //data.effect.SetActive(true);
        //Debug.Log("m_TargetPosition=" + m_TargetPosition);
        tweenPos.OnUpdate(() =>
        {
            //Logger.LogWarp.LogError(data.Trans.name + " " + p2);
            data.Trans.position = p2;
        });
        tweenPos.OnComplete(() =>
        {
            //Logger.LogWarp.LogError("tweenPos.OnComplete " + m_CurPlayCount + " " + m_MaxCount);
            data.Trans.localScale = Vector3.zero;

            m_CurPlayCount++;
            //EventManager.Trigger(EventEnum.MoneyEffectPlayUpdate, m_MoneyType);
            //ShakePhone.ShakeLight();
            if ((m_CurPlayCount + 1) >= m_MaxCount)
            {
                m_CurPlayCount = 0;
                switch (m_MoneyType)
                {
                case MoneyType.Diamond:
                    m_DiamondEffectObj.SetActive(true);
                    break;

                case MoneyType.Money:
                    m_MoneyEffectObj.SetActive(true);
                    break;

                case MoneyType.Physic:
                    physicEffectObj.SetActive(true);
                    break;
                }

                RunCoroutine.Run(PlayCompleteEffect());
            }
        });
    }
    private void registerCompents()
    {
        m_MoneyEffectTrans = this.RegistCompent <Transform>("UIHuoBi");
        if (m_MoneyEffectChildList == null)
        {
            m_MoneyEffectChildList = new List <MoneyEffectData>();
        }

        m_MaxCount = m_MoneyEffectTrans.childCount;
        for (int i = 0; i < m_MaxCount; i++)
        {
            MoneyEffectData data = new MoneyEffectData();
            data.Trans  = m_MoneyEffectTrans.GetChild(i).GetComponent <RectTransform>();
            data.m_Icon = m_MoneyEffectTrans.GetChild(i).GetComponent <Image>();
            //data.effect = data.Trans.GetChild(0).gameObject;
            m_MoneyEffectChildList.Add(data);
            // Debug.Log("childName = " + m_MoneyEffectTrans.GetChild(i).name);
        }

        m_Animator = this.RegistCompent <Animator>("UIHuoBi");


        //intervalTime = Excel_Conf.GetConfigFloatValue(Excel_Conf.money_move_interval_time);
        intervalTime = 0.05f;    //金币特效移动间隔时间

        //moveTime = Excel_Conf.GetConfigFloatValue(Excel_Conf.money_move_time);
        moveTime = 0.18f; //金币特效移动时间
        //moveTime = 1f; //金币特效移动时间

        //money_delay_time = Excel_Conf.GetConfigFloatValue(Excel_Conf.money_delay_time);
        money_delay_time = 0.6f;//  金币延迟移动时间


        //m_MoneyEffectObj = ResourceMgr.GetEffect(ObjType.UI_Money_jinbi).gameObject;
        m_MoneyEffectObj = ResourceManager.GetInstance().LoadGameObject(Config.globalConfig.getInstace().ScreenGoldEffect);
        SetParent(m_MoneyEffectObj.transform, this.gameObject.transform, true, true);

        //m_DiamondEffectObj = ResourceMgr.GetEffect(ObjType.UI_Money).gameObject;
        m_DiamondEffectObj = ResourceManager.GetInstance().LoadGameObject(Config.globalConfig.getInstace().ScreenGoldEffect);
        SetParent(m_DiamondEffectObj.transform, this.gameObject.transform, true, true);

        //physicEffectObj = ResourceMgr.GetEffect(ObjType.UI_Money_jinbi).gameObject;
        physicEffectObj = ResourceManager.GetInstance().LoadGameObject(Config.globalConfig.getInstace().ScreenGoldEffect);
        SetParent(physicEffectObj.transform, this.gameObject.transform, true, true);

        m_MoneyEffectObj.SetActive(false);
        m_DiamondEffectObj.SetActive(false);
        physicEffectObj.SetActive(false);
    }