/// <summary>
 /// 在m_MoveList中插入一个走法
 /// </summary>
 /// <param name="nFromX">原始位置X</param>
 /// <param name="nFromZ">原始位置Z</param>
 /// <param name="nToX">目标位置X</param>
 /// <param name="nToZ">目标位置Z</param>
 /// <param name="nPly">深度</param>
 /// <returns>m_MoveList中的走法数量</returns>
 public static int AddMove(int nFromX, int nFromZ, int nToX, int nToZ, int nPly)
 {
     if (nPly == 100)  //深度为100则是玩家调用的,需要生成指针
     {
         //Debug.Log("选中的ID:"+GlobalConst.Instance.ChessBoard[nFromX,nFromZ]+"++目标X:" + nToX * 3 + "  目标Z:" + nToZ * 3);
         GameObject go = pointerPool.FastSpawn(new Vector3((float)nToX * 3, 1.6f, (float)nToZ * 3), Quaternion.identity, cacheTransform) as GameObject;
         chessmanManager.spawnedPointers.Add(go);
     }
     else  //其他深度则是AI自己调用的
     {
         m_MoveList[nPly, m_nMoveCount].From.x = (byte)nFromX;
         m_MoveList[nPly, m_nMoveCount].From.z = (byte)nFromZ;
         m_MoveList[nPly, m_nMoveCount].To.x   = (byte)nToX;
         m_MoveList[nPly, m_nMoveCount].To.z   = (byte)nToZ;
         // Debug.Log("x:" + nToX + "  z:" + nToZ);
         m_nMoveCount++;
     }
     return(m_nMoveCount);
 }