private static void LoadFontCompleteHandler(AssetInfo info)
        {
            GameObject fontObj = GameObject.Instantiate(info.bundle.mainAsset) as GameObject;

            fontObj.hideFlags = HideFlags.HideInHierarchy;
            GameObject.DontDestroyOnLoad(fontObj);
            UIFont font     = fontObj.GetComponent <UIFont>();
            string fontName = info.bundle.mainAsset.name.ToLower();

            TipFontData data = new TipFontData();

            data.font = font;
            data.Build();
            fontDatas[fontName] = data;

            loadCount--;
            if (loadCount == 0 && OnLoadComplete != null)
            {
                OnLoadComplete();
            }
        }
        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;
        }