//-----------------------------------------------------------

    #region Event

    /// <summary>
    /// StateMachine脚本触发Enter时调用
    /// </summary>
    /// <param name="Event_Type">事件类型</param>
    /// <param name="Sender">发送者对象</param>
    /// <param name="Param">参数,可选</param>
    public void EnterEvent(EventManager.EVENT_TYPE Event_Type, Component Sender, object Param = null)
    {
        //发出对象为目前操作的角色
        if (Sender.name.Equals("Player"))
        {
            switch ((string)Param)
            {
            case "Jump":
                OnjumpEnter();
                break;

            case "Ground":
                OnGroundEnter();
                break;

            case "Jab":
                OnJabEnter();
                break;

            case "General":
                OnGeneralEnter();
                break;

            default:
                Debug.Log("EnterEvent Error");
                break;
            }
        }
    }
    /// <summary>
    /// StateMachine脚本触发Update时调用
    /// </summary>
    /// <param name="Event_Type">事件类型</param>
    /// <param name="Sender">发送者对象</param>
    /// <param name="Param">参数,可选</param>
    public void UpdateEvent(EventManager.EVENT_TYPE Event_Type, Component Sender, object Param = null)
    {
        if (Sender.name.Equals("Player"))
        {
            switch ((string)Param)
            {
            case "Roll":
                OnRollUpdate();
                break;

            case "Jab":
                OnJabUpdate();
                break;

            default:
                Debug.Log("FSM Error");
                break;
            }
        }
    }
    /// <summary>
    /// StateMachine脚本触发Exit时调用
    /// </summary>
    /// <param name="Event_Type">事件类型</param>
    /// <param name="Sender">发送者对象</param>
    /// <param name="Param">参数,可选</param>
    public void ExitEvent(EventManager.EVENT_TYPE Event_Type, Component Sender, object Param = null)
    {
        if (Sender.name.Equals("Player"))
        {
            switch ((string)Param)
            {
            case "Ground":
                OnGroundExit();
                break;

            case "Roll":
                RollExit();
                break;

            case "Jab":
                OnJabExit();
                break;

            default:
                Debug.Log("ExitEvent Error");
                break;
            }
        }
    }