//把金币归还给缓冲列表
 public static void TrusteeshipCoinToBuffer(UICoinsAnimControl newCoins)
 {
     newCoins.m_GuiPlaneAnimationPlayer.Stop();
     newCoins.m_GuiPlaneAnimationText.Text = "";
     m_EatCoinsBuffer.TrusteeshipObject("AnimControl", newCoins);
     newCoins.gameObject.SetActive(false);
 }
 //添加入缓存列表
 public static void InitCoinsAnim()
 {
     for (int i = 0; i < 6; i++)
     {
         UICoinsAnimControl newCoins = GameRoot.uiOrthographicCamera.LoadResource_UIPrefabs("Prompt_Coins.prefab", GameRoot.gameResource).GetComponent <UICoinsAnimControl>();
         TrusteeshipCoinToBuffer(newCoins);
     }
 }
    //从金币缓冲表中获取金币
    public static UICoinsAnimControl GetCoinFromBuffer()
    {
        //从弹珠缓冲表中取弹珠, 如果没有取到弹珠则创建弹珠, 并加入到m_StaticPinballList里面
        UICoinsAnimControl newCoins = null;

        if (m_EatCoinsBuffer.AllocObject("AnimControl", out newCoins)) //是否在缓存列表中
        {
        }
        else
        {
            newCoins = UniGameResources.NormalizePrefabs(GameRoot.uiOrthographicCamera.LoadResource_UIPrefabs("Prompt_Coins.prefab", GameRoot.gameResource),
                                                         null, typeof(UICoinsAnimControl)) as UICoinsAnimControl;
            //newCoins.m_GuiPlaneAnimationPlayer.DelegateOnPlayEndEvent = newCoins.fn;
        }
        newCoins.gameObject.SetActive(true);
        newCoins.m_GuiPlaneAnimationPlayer.DelegateOnPlayEndEvent = newCoins.TransToBuffer;
        return(newCoins);
    }