public static void AttachParachute(Contexts contexts, PlayerEntity player, bool isSyncRemote)
        {
            //服务器更新动画不更新骨骼数据,要用到骨骼数据,需要更新下骨骼数据
            PlayerEntityUtility.UpdateAnimatorTransform(player);

            var transform = player.RootGo().transform;
            var parachute = player.playerSkyMove.Parachute;
            var anchor    = player.playerSkyMove.ParachuteAnchor;

            if (parachute != null && !player.playerSkyMove.IsParachuteAttached)
            {
                _logger.InfoFormat("SKyDive : Attach Patachute To Parachuting State");

                if (!isSyncRemote)
                {
                    var position = transform.position;
                    parachute.SetPositionAndRotation(transform.position, transform.rotation);
                    var target = player.thirdPersonModel.Value.transform.FindChildRecursively(BoneName.CharacterRightHandName);
                    BoneMount.FixedObj2Bones(transform.gameObject, target, anchor);
                    parachute.position += position - transform.position;

                    player.playerSkyMove.Position            = parachute.transform.position;
                    player.playerSkyMove.Rotation            = parachute.transform.rotation;
                    player.playerSkyMove.MoveStage           = (int)SkyMoveStage.Parachuting;
                    player.playerSkyMove.LocalPlayerPosition = transform.localPosition;
                    player.playerSkyMove.LocalPlayerRotation = transform.localRotation;
                }
                else
                {
                    transform.parent = anchor;
                    player.playerSkyMove.Parachute.position = player.playerSkyMove.Position;
                    player.playerSkyMove.Parachute.rotation = player.playerSkyMove.Rotation;
                    transform.localPosition = player.playerSkyMove.LocalPlayerPosition;
                    transform.localRotation = player.playerSkyMove.LocalPlayerRotation;
                }

                player.playerSkyMove.IsParachuteAttached = true;
                player.playerSkyMove.IsWaitForAttach     = false;
                parachute.gameObject.SetActive(true);
            }
        }