/// <summary>
        /// 锁定目标
        /// </summary>
        /// <param name="ItemList"></param>
        private void OnLockEnemySoldier()
        {
            GameObject     mGameObjectLock = mBtnArray[(int)ShortCutBarBtn.BTN_CHANGELOCK].gameObject;
            List <Ientity> itemList        = new List <Ientity>();

            if (GamePlayGuideModel.Instance.IsGuideTrigger(ButtonTriggerType.mTypeClick, mGameObjectLock))
            {
                itemList = GameMethod.GetMonsterEnemyItemListByRadius(PlayerManager.Instance.LocalPlayer, GameConstDefine.PlayerLockTargetDis);
            }
            else
            {
                itemList = GameMethod.GetSoldierEnemyItemListByRadius(PlayerManager.Instance.LocalPlayer, GameConstDefine.PlayerLockTargetDis);
            }

            if (itemList == null || itemList.Count == 0)
            {
                return;
            }
            if (mSyncLockSelIndex >= itemList.Count)
            {
                mSyncLockSelIndex = 0;
            }
            PlayerManager.Instance.LocalPlayer.SetSyncLockTarget(itemList[mSyncLockSelIndex]);
            mSyncLockSelIndex++;
        }
        /// <summary>
        /// 锁定目标
        /// </summary>
        /// <param name="ItemList"></param>
        private void OnLockEnemySoldier()
        {
            GameObject     mGameObjectLock = mBtnArray[(int)ShortCutBarBtn.BTN_CHANGELOCK].gameObject; //锁定按钮
            List <IEntity> itemList        = new List <IEntity>();                                     //目标锁定集合

            if (GamePlayGuideModel.Instance.IsGuideTrigger(ButtonTriggerType.mTypeClick, mGameObjectLock))
            {
                //根据距离排序所有敌对阵营的野怪集合
                itemList = GameMethod.GetMonsterEnemyItemListByRadius(PlayerManager.Instance.LocalPlayer, GameConstDefine.PlayerLockTargetDis);
            }
            else
            {
                //根据距离排序所有敌对阵营的小兵集合
                itemList = GameMethod.GetSoldierEnemyItemListByRadius(PlayerManager.Instance.LocalPlayer, GameConstDefine.PlayerLockTargetDis);
            }

            if (itemList == null || itemList.Count == 0)
            {
                return;
            }

            if (mSyncLockSelIndex >= itemList.Count)//当索引大于集合长度时,索引从0再次开始
            {
                mSyncLockSelIndex = 0;
            }

            PlayerManager.Instance.LocalPlayer.SetSyncLockTarget(itemList[mSyncLockSelIndex]); //设置索引对象
            mSyncLockSelIndex++;                                                               //当再次点击时,目标自动寻找集合中的下一个
        }