/// <summary>
 ///  把想要註冊的狀態一個個加進來~
 /// </summary>
 void AddState()
 {
     SubscribeStateLibrary.Add("Idle", new ChuChuIdleToRun());
     SubscribeStateLibrary.Add("JumpStart", new ChuChuJumpStart());
     SubscribeStateLibrary.Add("JumpLoop", new ChuChuJumpLoop());
     SubscribeStateLibrary.Add("JumpEnd", new ChuChuJumpEnd());
     SubscribeStateLibrary.Add("LeftGetHit", new ChuChuLeftGetHit());
     SubscribeStateLibrary.Add("FrontGetHit", new ChuChuFrontGetHit());
     SubscribeStateLibrary.Add("RightGetHit", new ChuChuRightGetHit());
     SubscribeStateLibrary.Add("Dead", new ChuChuDead());
     SubscribeStateLibrary.Add("Down", new ChuChuDown());
     SubscribeStateLibrary.Add("Up", new ChuChuUp());
     SubscribeStateLibrary.Add("Dash", new ChuChuDash());
     SubscribeStateLibrary.Add("R1", new ChuChuR1());
     SubscribeStateLibrary.Add("R1R1", new ChuChuR1R1());
     SubscribeStateLibrary.Add("R1R1R1", new ChuChuR1R1R1());
     SubscribeStateLibrary.Add("R1R1R1R1", new ChuChuR1R1R1R1());
     SubscribeStateLibrary.Add("R1R1R1R1R1", new ChuChuR1R1R1R1R1());
     SubscribeStateLibrary.Add("R1R2", new ChuChuR1R2());
     SubscribeStateLibrary.Add("R1R1R2", new ChuChuR1R1R2());
     SubscribeStateLibrary.Add("R2R2R2R2", new ChuChuR2R2R2R2());
     SubscribeStateLibrary.Add("R2", new ChuChuR2());
     SubscribeStateLibrary.Add("R2R2", new ChuChuR2R2());
     SubscribeStateLibrary.Add("R2R2R2", new ChuChuR2R2R2());
 }
    /// <summary>
    /// 轉換狀態
    /// </summary>
    /// <param name="_state"></param>
    /// <returns></returns>
    IEnumerator Transit(string _state)
    {
        if (SubscribeStateLibrary.ContainsKey(sNextState))             //防呆!如果沒有註冊該狀態跳Log
        {
            AnimPlayer.SetBool(sCurrentState, false);                  //(Animator)把原本進這狀態的transition關上
            LeaveCurrentState(SubscribeStateLibrary[sCurrentState]);   //執行Leave
            sCurrentState = sNextState;                                //目前狀態->新的狀態
            sNextState    = null;                                      //把排隊的位置清掉
            bAllowTransit = false;                                     //新的狀態即重新計算可轉換的時機
            AnimPlayer.SetBool(sCurrentState, true);                   //(Animator)打開前往下一個狀態的transition
            TransitCurrentState(SubscribeStateLibrary[sCurrentState]); //執行Transit
            StartCoroutine(InputController());                         //從轉換開始當下已開始跑下一狀態的動作,因此剛轉換呼叫為準
        }
        else
        {
            Debug.Log("An accidental state be called !");                         //防呆!如果沒有註冊該狀態跳Log
        }
        yield return(new WaitUntil(() => AnimPlayer.IsInTransition(0) == false)); //(Animator)等,直到動作切換結束

        EnterCurrentState(SubscribeStateLibrary[sCurrentState]);                  //轉換結束後呼叫Enter該狀態改變規範
    }