public void CreateTip(Vector3 position, string num, string fontName, string animName, NumTip.OFFSET_TYPE type = NumTip.OFFSET_TYPE.NONE)
 {
     fontName = fontName.ToLower();
     if (null == root)
     {
         root = new GameObject("3d Tips");
     }
     if (fontDatas.ContainsKey(fontName))
     {
         NumTipItem item = new NumTipItem();
         item.type     = type;
         item.animName = animName;
         item.delta    = position;
         item.num      = num;
         item.Position = Owner.Position;
         item.fontName = fontName;
         waittingitem.Add(item);
     }
 }
        public void CreateTipEnum(GameObject _root, Vector3 position, Vector3 delta, string num, TipFontData data, string animName, NumTip.OFFSET_TYPE type)
        {
            if (null == effectRoot)
            {
                effectRoot = new GameObject("EffectRoot");
            }
            GameObject eff = GameObject.Instantiate(animDict[animName]) as GameObject;

            eff.transform.parent     = effectRoot.transform;
            eff.transform.localScale = new Vector3(1f, 1f, 1f);
            if (null != Owner)
            {
                eff.transform.position = Owner.transform.position;
            }
            eff.layer = 9;
            GameObject go = new GameObject();

            go.transform.parent = _root.transform;
            go.name             = "Tips";
            UILabel label = data.label;

            label.text = num;
            NumTip tip = go.AddComponent <NumTip>();

            tip.aim = eff.transform.GetChild(0).gameObject;
            //tip.label = label;
            tip.root     = eff;
            tip.position = position;
            tip.delta    = delta;
            tip.owner    = Owner.gameObject;
            UIDrawCallForShaderMat dc = GetDrawCall(label);

            dc.gameObject.name  = "dc";
            tip.dc              = dc;
            dc.transform.parent = tip.transform;
            dc.gameObject.renderer.sharedMaterial = data.material;
            dc.transform.localPosition            = Vector3.zero;
            dc.transform.rotation = Quaternion.identity;
            //dc.gameObject.transform.position = tip.position + Vector3.up;
        }