/// <summary>
    /// 创建时输入名字状态的手柄输入检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void CreateNameInputType_HandleUpdate(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (nowNameInputFocus == null && nameInputUIFocusPath)
        {
            nowNameInputFocus = nameInputUIFocusPath.GetFirstFocus();
            if (nowNameInputFocus)
            {
                nowNameInputFocus.SetForcus();
            }
        }
        if (nowNameInputFocus)
        {
            //判断键位
            Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) =>
            {
                UIFocus next = nameInputUIFocusPath.GetNewNextFocus(nowNameInputFocus, moveType);// uiFocusPath.GetNextFocus(nowFocus, moveType, true);
                if (next)
                {
                    nowNameInputFocus.LostForcus();
                    nowNameInputFocus = next;
                    nowNameInputFocus.SetForcus();
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowNameInputFocus)
                {
                    UIFocusButton     uiFocusButton     = nowNameInputFocus as UIFocusButton;
                    UIFocusInputField uiFocusInputField = nowNameInputFocus as UIFocusInputField;
                    if (uiFocusButton)
                    {
                        uiFocusButton.ClickThisButton();
                    }
                    else if (uiFocusInputField)
                    {
                        uiFocusInputField.EnterInputField();
                    }
                }
                break;

            case UIManager.KeyType.LEFT:
                MoveFocusAction(UIFocusPath.MoveType.LEFT);
                break;

            case UIManager.KeyType.RIGHT:
                MoveFocusAction(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.UP:
                MoveFocusAction(UIFocusPath.MoveType.UP);
                break;

            case UIManager.KeyType.DOWN:
                MoveFocusAction(UIFocusPath.MoveType.DOWN);
                break;
            }
        }
    }
    /// <summary>
    /// 输入名字的按钮点击时
    /// </summary>
    /// <param name="uiFocus"></param>
    public void CreateNameInputButtonClick(UIFocus uiFocus)
    {
        if (uiFocus)
        {
            switch (uiFocus.Tag)
            {
            case "OK":
            {
                UIFocusInputField uiFocusInputField = nameInputUIFocusPath.GetFirstFocus <UIFocusInputField>();
                if (uiFocusInputField)
                {
                    InputField inputField = uiFocusInputField.GetComponent <InputField>();
                    if (inputField)
                    {
                        if (!string.IsNullOrEmpty(inputField.text))
                        {
                            PlayerState playerState = DataCenter.Instance.GetEntity <PlayerState>();
                            playerState.PlayerName = inputField.text;
                            //再次保存
                            DataCenter.Instance.Save(1, "存档", "默认存档");
                            //隐藏该面板显示进入面板
                            entranceType = EnumEntranceType.Transition;
                            nameInputRect.gameObject.SetActive(false);
                            StartCoroutine(CrossoverMaskImageAlpha(1, () =>
                                {
                                    createRect.gameObject.SetActive(false);
                                    enterRect.gameObject.SetActive(true);
                                    InitEnterRect();
                                    StartCoroutine(CrossoverMaskImageAlpha(0, () =>
                                    {
                                        entranceType = EnumEntranceType.Enter;
                                    }));
                                }));
                        }
                    }
                }
            }
            break;

            case "Cancel":
                roleOfRaceRect.gameObject.SetActive(true);
                nameInputRect.gameObject.SetActive(false);
                entranceType = EnumEntranceType.Create_SelectRoleOfRace;
                InitCreateSelectRoleOfRace();
                break;
            }
        }
    }