IEnumerator RenderHexMap()
    {
        yield return(new WaitForSeconds(0.01f));

        NativeArray <Entity> entities = m_EntityManager.GetAllEntities();

        m_ChunkMap = new int[m_TotalCellCount];
        for (int i = 0; i < entities.Length; i++)
        {
            //取出实体,如果实体不满足条件则跳过
            Entity entity = entities[i];
            if (m_EntityManager.HasComponent <NewDataTag>(entity))
            {
                continue;
            }
            if (!m_EntityManager.HasComponent <ChunkData>(entity))
            {
                continue;
            }
            ChunkData chunkData = m_EntityManager.GetComponentData <ChunkData>(entity);
            HexGrid.AddCellToChunk(chunkData.ChunkId, chunkData.ChunkIndex, chunkData.CellIndex, entity);
            //Debug.Log(chunkData.CellIndex + "====" + chunkData.ChunkId);
            m_ChunkMap[chunkData.CellIndex] = chunkData.ChunkId;
        }

        entities.Dispose();
    }