/// <summary>
    /// 向上运动.
    /// </summary>
    public void OnClickFangXiangUBt(int index, pcvr.ButtonState val)
    {
        if (val == pcvr.ButtonState.DOWN)
        {
            PlayerEnum indexPlayer = (PlayerEnum)(index + 1);
            HuDunCtrl  huDunCom    = HuDunCtrl.GetInstance(indexPlayer);
            if (huDunCom != null && huDunCom.IsCanResetHuDunTime == true)
            {
                huDunCom.ResetHunDunTimeInfo();
            }
        }

        switch (index)
        {
        case 0:
        {
            ClickFangXiangUBtP1(val);
            break;
        }

        case 1:
        {
            ClickFangXiangUBtP2(val);
            break;
        }

        case 2:
        {
            ClickFangXiangUBtP3(val);
            break;
        }

        case 3:
        {
            ClickFangXiangUBtP4(val);
            break;
        }
        }
    }
    // Use this for initialization
    void Start()
    {
        HuDunSprite = GetComponent <UISprite>();
        switch (PlayerSt)
        {
        case PlayerEnum.PlayerOne:
            _InstanceOne = this;
            break;

        case PlayerEnum.PlayerTwo:
            _InstanceTwo = this;
            break;

        case PlayerEnum.PlayerThree:
            _InstanceThree = this;
            break;

        case PlayerEnum.PlayerFour:
            _InstanceFour = this;
            break;
        }
        gameObject.SetActive(false);
    }
    public static HuDunCtrl GetInstance(PlayerEnum indexPlayer)
    {
        HuDunCtrl playerHD = null;

        switch (indexPlayer)
        {
        case PlayerEnum.PlayerOne:
            playerHD = _InstanceOne;
            break;

        case PlayerEnum.PlayerTwo:
            playerHD = _InstanceTwo;
            break;

        case PlayerEnum.PlayerThree:
            playerHD = _InstanceThree;
            break;

        case PlayerEnum.PlayerFour:
            playerHD = _InstanceFour;
            break;
        }
        return(playerHD);
    }