/// <summary>
    /// 加载机房
    /// </summary>
    /// <param name="depNode"></param>
    /// <param name="isFocusRoom"></param>
    /// <param name="OnComplete"></param>
    private void RoomCreate(DepNode depNode, bool isFocusRoom, Action <FloorController> OnComplete = null)
    {
        int roomId = depNode.NodeID;

        Log.Info(string.Format("RoomCreate2 DepNode:{0},{1}", depNode, depNode.TopoNode != null));
        GameObject roomObject = GetRoomObject(roomId);

        FloorController controller = roomObject.GetComponent <FloorController>();

        controller.RecordPosInBuilding(depNode);  //记录在大楼中的位置信息
        controller.SetColliderState(false);

        DisplayFloor(controller);//单独展示楼层

        controller.ShowFloorDev();
        if (controller.TopoNode == null)
        {
            controller.SetTopoNode(depNode.TopoNode);                               //设置TopoNode
        }
        currentRoom = controller;
        if (!isFocusRoom)
        {
            SceneEvents.OnDepNodeChanged(currentRoom);
            if (!LocationManager.Instance.IsFocus)
            {
                //摄像头对焦完成后,开始加载设备
                FocusCamera(roomObject, () =>
                {
                    controller.CreateFloorDev(() =>
                    {
                        if (OnComplete != null)
                        {
                            OnComplete(currentRoom);
                        }
                    });
                });
            }
            else
            {
                controller.CreateFloorDev(() =>
                {
                    if (OnComplete != null)
                    {
                        OnComplete(currentRoom);
                    }
                });
            }
        }
        else
        {
            if (OnComplete != null)
            {
                OnComplete(currentRoom);
            }
        }
    }
 /// <summary>
 /// 是否显示楼层设备
 /// </summary>
 /// <param name="isShow"></param>
 public void ShowBuildingDev(bool isShow)
 {
     foreach (DepNode dep in ChildNodes)
     {
         FloorController floor = dep as FloorController;
         if (floor)
         {
             if (isShow)
             {
                 floor.ShowFloorDev();
             }
             else
             {
                 floor.HideFloorDev();
             }
         }
     }
 }