private List <AirborneGameRunningItemVo> CreateItmeTimeLine(GameJumpItemPB jumpItem)
        {
            GameJumpItemRulePB   itemPb     = GameInfo.GetGameJumpItemRulePB(jumpItem.ReourceId, jumpItem.ItemType);
            GameJumpLevelRulePB  levelPb    = GameInfo.GetGameJumpLevelRule(jumpItem.ItemType);
            GameJumpAppearInfoPB AppearInto = itemPb.AppearInfo;
            int leftCount = jumpItem.Count;

            List <AirborneGameRunningItemVo> list = new List <AirborneGameRunningItemVo>();

            while (leftCount > 0)
            {
                AirborneGameRunningItemVo vo = new AirborneGameRunningItemVo();
                vo.Speed      = itemPb.Speed;
                vo.Itemtype   = itemPb.ItemType;
                vo.ResourceId = itemPb.ReourceId;
                vo.Resource   = (ResourcePB)itemPb.Reource;
                if (leftCount >= levelPb.Num)
                {
                    vo.Count = levelPb.Num;
                }
                else
                {
                    Debug.LogError(" leftCount  is not enough ");
                    vo.Count = leftCount;
                }
                leftCount = leftCount - vo.Count;
                list.Add(vo);
            }
            return(list);
        }
        private void SetAppearFrequency(List <AirborneGameRunningItemVo> list, GameJumpAppearInfoPB appearInto)
        {
            float timeline = 0;
            float rate     = appearInto.Rate;

            Debug.LogError("TriggerTime rate " + rate);
            foreach (var v in list)
            {
                float rand = UnityEngine.Random.Range(0, rate);
                v.TriggerTime = timeline + rand;
                Debug.LogError("TriggerTime rate " + rate + "   timeline   " + timeline + "  rand  " + rand + "   TriggerTime    " + v.TriggerTime);
                timeline = timeline + rate;
            }
            return;
        }
        private void SetAppearFixedNum(List <AirborneGameRunningItemVo> list, GameJumpAppearInfoPB appearInto)
        {
            int   num      = appearInto.Num;
            float interval = appearInto.Interval;
            float range    = appearInto.Time;//时间范围  前多少秒

            float timeline = 0;
            int   count    = list.Count;

            for (int i = 0; i < count; i++)
            {
                float rand = UnityEngine.Random.Range(timeline, range - (count - 1 - i) * interval);
                timeline            = rand;
                list[i].TriggerTime = timeline;
                Debug.LogError("TriggerTime num " + num + " count " + count + "   range   " + range + " timeline  " + timeline +
                               "   rand   " + rand +
                               "  interval  " + interval + "   TriggerTime    " + list[i].TriggerTime);
                timeline = timeline + interval;
            }
        }