public virtual void Init(EntityMovable ownerEntity, int groupID, int idx, List <Vector3> pathPosList, Vector3 orgPos, int nextPosIdx, float speed)
        {
            if (this.IsRunning())
            {
                string e = string.Format("{0} {1} FollowPathRightAngles非法初始化", ownerEntity.entityID, ownerEntity.mainGameObject.GetInstanceID());
                throw new System.Exception(e);
            }

            this.ownerEntity  = ownerEntity;
            this.pathPosList  = pathPosList;
            this.orgPos       = orgPos;
            this.nextPosIdx   = nextPosIdx;
            this.nextPos      = this.pathPosList[this.nextPosIdx];
            this.speed        = speed * 0.001f;
            this.orgRotation  = this.ownerEntity.mainGameObject.transform.rotation;
            this.isArrivedEnd = false;

            idxCtr = 0;
            //停止旋转CD
            turnCD.Stop();
            this.turnSpeed = CalcTurnSpeed(this.speed);
            //因为知道角度是90度所以cd是旋转cd恒定的
            turnCDVal = Math_F.FloatToInt(cornerAngle / this.turnSpeed);

            var pathUnit = GroundParingSpacePathManager.GetInstance().GetPathUnit(groupID, idx);

            if (!GroundParingSpacePathManager.IsExist(pathUnit.inPathRac))
            {
                ctrList = GroundParingSpacePathManager.GenRAC(pathPosList, this.turnOffset);
                GroundParingSpacePathManager.GetInstance().AddPath(
                    GroundParingSpacePathType.InPathRac, pathUnit, null, ctrList);
            }
            ctrList      = pathUnit.inPathRac;
            this.groupID = groupID;
            this.idx     = idx;

            isForward = true;
            //先把朝向转到第一个后点
            ownerEntity.LookAt(ctrList[0].backPos);
        }
        public virtual void Init(EntityMovable ownerEntity, string pathName, List <Vector3> pathPosList, Vector3 orgPos, int nextPosIdx, float speed)
        {
            if (this.IsRunning())
            {
                string e = string.Format("{0} {1} FollowPathRightAngles非法初始化", ownerEntity.entityID, ownerEntity.mainGameObject.GetInstanceID());
                throw new System.Exception(e);
            }

            this.ownerEntity  = ownerEntity;
            this.pathPosList  = pathPosList;
            this.pathName     = pathName;
            this.orgPos       = orgPos;
            this.nextPosIdx   = nextPosIdx;
            this.nextPos      = this.pathPosList[this.nextPosIdx];
            this.speed        = speed * 0.001f;
            this.orgRotation  = this.ownerEntity.mainGameObject.transform.rotation;
            this.isArrivedEnd = false;

            idxCtr = 0;
            //停止旋转CD
            turnCD.Stop();
            this.turnSpeed = CalcTurnSpeed(this.speed);
            //因为知道角度是90度所以cd是旋转cd恒定的
            turnCDVal = Math_F.FloatToInt(cornerAngle / this.turnSpeed);

            ctrList = CalcPathManager.GetInstance().GetRac(pathName);
            if (ctrList == null)
            {
                ctrList = GenControllNodeList(pathPosList, this.turnOffset);
                CalcPathManager.GetInstance().AddRac(pathName, ctrList);
            }

            isForward = true;
            //先把朝向转到第一个后点
            ownerEntity.LookAt(ctrList[0].backPos);
        }