public void recovery_HitPoint(GameObject go)  //回收打击点
 {
     if (HitPointList.Count >= MaxHitPoint)
     {
         Destroy(go);
     }
     else
     {
         HitPointList.Add(go);
         go.SetActive(false);
     }
 }
    private void Start()
    {
        instance  = this;
        character = GameObject.Find("character");
        shootArrowParticleLifeTime = shootArrowParticleObject.GetComponent <ParticleSystem>().startLifetime;
        dashParticle          = dashParticleObject.GetComponent <ParticleSystem>().emission;
        WalkDustEmission      = WalkDust.emission;
        WalkDustEmission_rain = WalkDust_rain.emission;

        _attack1_left  = GameObject.Find("attack1_left");
        _attack1_right = GameObject.Find("attack1_right");
        _attack2_left  = GameObject.Find("attack2_left");
        _attack2_right = GameObject.Find("attack2_right");
        _attack1_left.SetActive(false);
        _attack1_right.SetActive(false);
        _attack2_left.SetActive(false);
        _attack2_right.SetActive(false);

        pool_arrow = GameObject.Find("Pool_arrow");

        arrowList   = new ArrayList();
        arrow_2List = new ArrayList();

        for (int i = 0; i < MaxArrowNum; i++)  //初始化创建箭
        {
            GameObject t_gameobject = Instantiate(_arrow, pool_arrow.transform) as GameObject;
            t_gameobject.SetActive(false);
            arrowList.Add(t_gameobject);
        }
        for (int i = 0; i < MaxArrow_2Num; i++)  //初始化创建箭2
        {
            GameObject t_gameobject = Instantiate(_arrow_2, position: pool_arrow.transform.position, rotation: _arrow_2.transform.localRotation) as GameObject;
            t_gameobject.SetActive(false);
            arrow_2List.Add(t_gameobject);
        }
        for (int i = 0; i < MaxHitPoint; i++)
        {
            GameObject t_gameobject = Instantiate(hitPoint, position: Vector3.zero, rotation: new Quaternion(0, 0, 0, 0)) as GameObject;
            t_gameobject.SetActive(false);
            HitPointList.Add(t_gameobject);
        }

        //刀攻击粒子特效初始化
        GameObject t = Instantiate(Source_Particle_swordHurt, position: Vector3.zero, rotation: Quaternion.Euler(Vector3.zero)) as GameObject;

        Particle_swordHurt = t.GetComponent <ParticleSystem>();
    }