internal override void OnDestroy()
 {
     base.OnDestroy();
     if (Entity != null && follow != null)
     {
         Entity.DelComponent(follow);
         follow.OnDestroy();
         follow = null;
     }
 }
        internal override void OnTrigger()
        {
            base.OnTrigger();
            UnityEngine.Transform attachNode = Entity.GetBindPoint(mAttachNode);
            List <Entity>         listTarget = this.EntityAct.TargetList;

            if (attachNode != null && listTarget.Count > 0)
            {
                follow         = listTarget[0].AddComponent <GOEEntityFollowTransform>();
                follow.MaxTime = MaxTime;
                follow.Target  = attachNode;
            }
        }