public bool Init()
    {
        LoggerSystem.Instance.Debug("BattleSystem    init  begin");

        lockStep.frameThreshold = 3;
        lockStep.AddListennerLogic(FrameTick);
        lockStep.AddListennerPacket(FramePacketRun);

        string produceValue = GameVariableConfigProvider.Instance.GetData(3);

        string[] pros = produceValue.Split(';');
        for (int i = 0; i < pros.Length; ++i)
        {
            List <float> args = Converter.ConvertNumberList <float> (pros [i]);
            sceneManager.AddProduce(args [0], args[1]);
        }

        battleData.Init();
        sceneManager.Init();
        #if !SERVER
        AssetManager.Get().Init();
        //EffectManager.Get ().Init ();
        GameTimeManager.Get().Init();
                #endif

        pause        = false;
        bStartBattle = true;
        LoggerSystem.Instance.Debug("BattleSystem    init  end");

        return(true);
    }
    public void Start()
    {
        BattleData data = new BattleData();

        data.Init();
        CreateBattle(data);
    }