private void OnDynamicEffectLoaded(UIDynamicEffect de)
 {
     if (m_waitAction < 0)
     {
         return;
     }
     Play(m_waitAction == 0);
 }
 private void OnDestroy()
 {
     m_de        = null;
     m_particles = null;
 }
 private void Awake()
 {
     m_de = GetComponent <UIDynamicEffect>();
 }