/// <summary>
    /// 全局创建一个血条
    /// </summary>
    /// <returns></returns>
    public static GameObject CreateInfoItem(string name, string icon, float hp, GameObject target)
    {
        GameObject obj = UIManager.sUIManager.GetUIPrefab("UI/Prefab/NPCItem");

        if (obj == null)
        {
            return(null);
        }

        GameObject item = NPCUIList.sNPCUIList.AddChildItem(obj, target);

        if (item == null)
        {
            return(null);
        }

        NPCInfoController info = obj.GetComponent <NPCInfoController>();

        if (info == null)
        {
            return(null);
        }

        info.InitInfo(name, icon, hp);
        return(item);
    }
    // Use this for initialization
    void Start()
    {
        mAnimation     = gameObject.GetComponent <Animation>();
        mCharacter     = gameObject.GetComponent <CharacterController>();
        mStartPosition = transform.position;
        mHPProgressBar = BloodProgress.CreateBloodProgress(this.gameObject, new Vector3(0, 5, 0));
        if (mHPProgressBar != null)
        {
            mHPProgressBar.SetValue(mHP / mMaxHP);
            mHPProgressBar.SetText(Mathf.Max(mHP, 0) + "/" + mMaxHP);
        }
        mWanderRadius = 15f;
        mChaseRadius  = 20f;
        mAttackRadius = 7f;
        mMaxDistance  = 30f;
        mResetTime    = 2f;

        mMoveSpeed = 300f;
        mState     = MonsterState.WALK;
        NPCInfoController.CreateInfoItem("大龙怪物", "whiteper", mMaxHP, this.gameObject);
    }