IEnumerator ExecuteCheckPubbleDepth()
 {
     //如果当该泡泡预备状态不是normal的时候,开始检测深度
     while (preparePubbleState != PreParePubbleState.PREPARE_NORMAL_STATE)
     {
         if (preparePubbleState == PreParePubbleState.PREPARE_FIRST_STATE)
         {
             gameObject.GetComponent<UISprite>().depth = showDepthValue;
         }
         else
         {
             gameObject.GetComponent<UISprite>().depth = normalDepthValue;
             //修改为普通状态则不再进行该操作
             preparePubbleState = PreParePubbleState.PREPARE_NORMAL_STATE;
         }
         //等待0.5s
         yield return new WaitForSeconds(0.1f);
     }
     yield return null;
 }
 public void SetOrginPubbleDepth()
 {
     preparePubbleState = PreParePubbleState.PREPARE_SECOND_STATE;
 }
 /*
 * @brief       现在泡泡 用Sprite显示,在创建预备泡泡的时候便于显示提高depth,成为发射泡泡的时候,修改回原来的depth
 */
 public void SetShowPubbleDepth()
 {
     preparePubbleState = PreParePubbleState.PREPARE_FIRST_STATE;
     StartCoroutine(ExecuteCheckPubbleDepth());
 }