public static void Loot(Unit u, LootItem loot)
        {
            if (loot.Dead != true && u.Dead != true && u.IsLootAble == true)
            {
                switch (loot.LootSettings.LootType)
                {
                case LootType.Weapon:
                {
                    Weapon w = u.WeaponFromAssetName(loot.LootSettings.ObjectName);
                    if (w != null)
                    {
                        if (w.AmmoNum < w.maxAmmo)
                        {
                            w.AmmoNum += loot.BulletNum;
                            loot.BeginToDie();
                            loot.gameWorld.ShowLoot(u, loot);
                        }
                    }
                    else if (loot.lootSettings.IsWeapon)
                    {
                        u.GetWeapon(loot.LootSettings.ObjectName, loot.bulletNum);
                        loot.BeginToDie();
                        loot.gameWorld.ShowLoot(u, loot);
                        loot.gameWorld.ShowLootWeapon(u, loot);
                    }
                }
                break;

                case LootType.MissileWeapon:
                {
                    MissileWeapon w = u.MissileWeaponFromAssetName(loot.LootSettings.ObjectName);
                    if (w != null)
                    {
                        if (w.Num < w.missileWeaponType.maxNum)
                        {
                            w.Num += (int)loot.BulletNum;
                            loot.BeginToDie();
                            loot.gameWorld.ShowLoot(u, loot);
                        }
                    }
                    else if (loot.lootSettings.IsWeapon)
                    {
                        u.GetMissileWeapon(loot.LootSettings.ObjectName, loot.bulletNum);
                        loot.BeginToDie();
                        loot.gameWorld.ShowLoot(u, loot);
                        loot.gameWorld.ShowLootWeapon(u, loot);
                    }
                }
                break;

                case LootType.SkillItem:
                {
                    Skill s = u.SkillFromAssetName(loot.lootSettings.ObjectName);

                    if (s == null)
                    {
                        if (u.skills.Count < u.maxSkillNum)
                        {
                            u.AddSkill(loot.LootSettings.ObjectName);
                            loot.BeginToDie();
                            loot.gameWorld.ShowLoot(u, loot);
                        }
                        else
                        {
                            u.Interrupt();
                            if (u.CurrentSkill != null)
                            {
                                u.skills.Remove(u.CurrentSkill);
                            }
                            u.AddSkill(loot.LootSettings.ObjectName);
                            loot.BeginToDie();
                            loot.gameWorld.ShowLoot(u, loot);
                        }
                    }
                }
                break;

                case LootType.QuestItem:
                    break;

                default:
                    break;
                }
            }
        }
        /// <summary>
        /// 返回该物体对目标单位来说是否可以自动拾取(即拾取后不会丢掉原来的东西)
        /// </summary>
        /// <param name="u"></param>
        public static bool IsAutolootable(Unit u, LootItem loot)
        {
            if (loot.Dead != true && u.Dead != true && u.IsLootAble == true)
            {
                switch (loot.LootSettings.LootType)
                {
                case LootType.Weapon:
                {
                    Weapon w = u.WeaponFromAssetName(loot.LootSettings.ObjectName);
                    if (w != null)
                    {
                        if (w.AmmoNum < w.maxAmmo)
                        {
                            return(true);
                        }
                    }
                    else if (loot.lootSettings.IsWeapon)
                    {
                        if (u.weapons.Count < u.maxWeaponNum)
                        {
                            return(true);
                        }
                    }
                }
                break;

                case LootType.MissileWeapon:
                {
                    MissileWeapon w = u.MissileWeaponFromAssetName(loot.LootSettings.ObjectName);
                    if (w != null)
                    {
                        if (w.Num < w.missileWeaponType.maxNum)
                        {
                            return(true);
                        }
                    }
                    else if (loot.lootSettings.IsWeapon)
                    {
                        if (u.missiles.Count < u.maxMissileWeaponNum)
                        {
                            return(true);
                        }
                    }
                }
                break;

                case LootType.SkillItem:
                    if (u.skills.Count < u.maxSkillNum)
                    {
                        return(true);
                    }
                    break;

                case LootType.QuestItem:
                    return(true);

                    break;

                default:
                    break;
                }
            }
            return(false);
        }