void Awake()
        {
            var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem <ConvertToEntitySystem>();

            if (ConversionTarget.HasFlag(TargetWorld.Default))
            {
                system.AddToBeConverted(World.DefaultGameObjectInjectionWorld, this);
            }

            foreach (World world in World.All)
            {
                bool convertToClient = world.GetExistingSystem <ClientSimulationSystemGroup>() != null;
                bool convertToServer = world.GetExistingSystem <ServerSimulationSystemGroup>() != null;

                convertToClient &= ConversionTarget.HasFlag(TargetWorld.Client);
                convertToServer &= ConversionTarget.HasFlag(TargetWorld.Server);

                if (convertToClient || convertToServer)
                {
                    system.AddToBeConverted(world, this);
                }
            }
        }
        void Awake()
        {
            foreach (World world in World.All)
            {
                bool convertToClient = world.GetExistingSystem <ClientSimulationSystemGroup>() != null;
                bool convertToServer = world.GetExistingSystem <ServerSimulationSystemGroup>() != null;

                convertToClient &= ConversionTarget.HasFlag(TargetWorld.Client);
                convertToServer &= ConversionTarget.HasFlag(TargetWorld.Server);

                if (convertToClient || convertToServer)
                {
                    Scene scene = world.GetLinkedScene();
                    foreach (Transform o in transform)
                    {
                        GameObject obj = Instantiate(o.gameObject);
                        SceneManager.MoveGameObjectToScene(obj, scene);
                    }
                }
            }

            Destroy(gameObject);
        }
        /// <summary>
        /// 分类系统
        /// </summary>
        /// <param name="type"></param>
        /// <param name="target"></param>
        /// <param name="explicitWorld"></param>
        protected internal static void AddToSystems(Type type, TargetWorld target, bool explicitWorld = true)
        {
            if (target.HasFlag(TargetWorld.Default))
            {
                if (explicitWorld)
                {
                    SystemStates.ExplicitDefaultWorldSystems.Add(type);
                }
                else
                {
                    SystemStates.DefaultWorldSystems.Add(type);
                }
            }

            if (target.HasFlag(TargetWorld.Client))
            {
                SystemStates.ClientSystems.Add(type);
            }

            if (target.HasFlag(TargetWorld.Server))
            {
                SystemStates.ServerSystems.Add(type);
            }
        }