public void StartGame()   // 初始界面入口,初始化,还有UI管理,这个函数么有写完
 {
     if (stageRenderManager.IsShow == false)
     {
         stageContextManager.InitializeStory(constData.MainScriptFileNameWithoutTXT);
         stateMachine.TransferStateTo(RunScriptState.Instance);
         stateMachine.SetStateBuff(StateBuff.Normal);
         stageRenderManager.OnShow(null);
     }
 }
        public void OnConfirmYESHide()
        {
            if (!isConfirmWorking)
            {
                return;
            }
            isConfirmWorking    = false;
            confirmSprite.alpha = 1f;
            Tweener tweener = DoSpriteAlpha(confirmSprite, 1f, 0f);

            JoinTween(tweener);

            sequence.OnComplete(() => {
                isConfirmShow = false;
                confirmRoot.SetActive(false);

                isWorking   = false;
                panel.alpha = 1f;
                sequence    = CreateSequence();
                sequence.Join(DoPanelAlpha(panel, 1f, 0f));
                sequence.OnComplete(() => {
                    isShow = false;
                    UnloadData();
                    root.SetActive(false);
                    fromRenderManager?.OnOtherHide();
                    // ??????horse 默认SaveLoad界面只能从StageRenderManager那里来,如果不是,那一定是从StartPanel来的,这样要进行渲染系统初始化
                    if (fromRenderManager == null && IsSaveMode == false)   // ??? 等着Debug吧
                    {
                        stageContextManager.InitializeStory();
                        pachiGrimoire.StageRenderManager.OnShow(null);
                    }
                    stageContextManager.SavePlayerRecord();
                    if (PachiGrimoire.I.SaveLoadRenderManager.IsSaveMode)
                    {
                        stageContextManager.SaveStoryRecord(PachiGrimoire.I.SaveLoadRenderManager.SelectedNumber);
                    }
                    else
                    {
                        stageContextManager.LoadStoryRecord(PachiGrimoire.I.SaveLoadRenderManager.SelectedNumber);
                    }
                });
            });
        }