/// <summary>
    /// 发牌动画
    /// </summary>
    /// <returns></returns>
    public IEnumerator GiveCardAct()
    {
        left.gameObject.SetActive(true);
        top.gameObject.SetActive(true);
        right.gameObject.SetActive(true);
        down.gameObject.SetActive(true);
        for (int i = 0; i < cardStack.Length; i++)
        {
            if (i % 2 == 0)
            {
                left.DOMove(left.position + Vector3.left * giveCardfOffect, interval * 0.5f);
                right.DOMove(right.position + Vector3.right * giveCardfOffect, interval * 0.5f);
                top.DOMove(top.position + Vector3.up * giveCardfOffect, interval * 0.5f);
                down.DOMove(down.position + Vector3.down * giveCardfOffect, interval * 0.5f);
            }
            else
            {
                left.DOMove(left.position - Vector3.left * giveCardfOffect, interval * 0.5f);
                right.DOMove(right.position - Vector3.right * giveCardfOffect, interval * 0.5f);
                top.DOMove(top.position - Vector3.up * giveCardfOffect, interval * 0.5f);
                down.DOMove(down.position - Vector3.down * giveCardfOffect, interval * 0.5f);
            }

            cardStackImage.overrideSprite = cardStack[i] as Sprite;
            yield return(new WaitForSeconds(interval));
        }
        cardStackImage.gameObject.SetActive(false);
        left.gameObject.SetActive(false);
        top.gameObject.SetActive(false);
        right.gameObject.SetActive(false);
        down.gameObject.SetActive(false);
        panle.SetActive(false);
        cc.isStart = true;
        cc.SetAllBtn();
        HitCardControl.Instance.isStartHit = true;
    }