public virtual void Spawn()
 {
     State = mg_if_EObjectState.STATE_ACTIVE;
 }
 protected void Despawn()
 {
     State = mg_if_EObjectState.STATE_INACTIVE;
 }
 protected virtual void Start()
 {
     State = mg_if_EObjectState.STATE_INACTIVE;
     base.gameObject.SetActive(value: false);
 }