/// <summary>
    /// 摇杆操作
    /// </summary>
    /// <param name="move"></param>
    void OnJoystickMove(MovingJoystick move)
    {
        if (_avatarObj == null)
        {
            return;
        }
        if (move.joystickName != "New joystick")
        {
            return;
        }

        _positionX = move.joystickAxis.x;      //   获取摇杆偏移摇杆中心的x坐标
        _positionY = move.joystickAxis.y;      //    获取摇杆偏移摇杆中心的y坐标
        if (_bBeforeDragging)
        {
            _bBeforeDragging = false;
            //   _avatarObj.ChangeAvatarForward(ComMoveControllerObj.GetFPTransform().forward);
            _fpChangeAvatarForward = ComMoveControllerObj.GetFPTransform().forward;
            _fpDragFlag            = true;
            Debug.Log("_bBeforeDragging_bBeforeDragging_bBeforeDragging::" + _fpChangeAvatarForward.ToVector());
        }

        FrameSyncInput.SetFP((byte)E_InputId.E_MOVE_X, _positionX);
        FrameSyncInput.SetFP((byte)E_InputId.E_MOVE_Y, _positionY);
    }
    public override void OnSyncedInput()
    {
        if (_dragging)//拖拽中
        {
            FrameSyncInput.SetBool((byte)E_InputId.E_MOUSE_DRAGGING, _dragging);
            FrameSyncInput.SetBool((byte)E_InputId.E_MOUSE_DRAG_LEFT, _directorToLeft);
            FrameSyncInput.SetBool((byte)E_InputId.E_MOUSE_DRAG_RIGHT, _directorToRight);
        }
        if (_fpDragEndFlag) //拖拽结束
        {
            FrameSyncInput.SetBool((byte)E_InputId.E_MOUSE_DRAGEND, _fpDragEndFlag);
            FrameSyncInput.SetBool((byte)E_InputId.E_MOUSE_DRAG_LEFT, false);
            FrameSyncInput.SetBool((byte)E_InputId.E_MOUSE_DRAG_RIGHT, false);
        }

        //如果之前有摄像头拖拽,传递数值
        if (_fpDragFlag)
        {
            FrameSyncInput.SetFPVector((byte)E_InputId.E_DRAGGING_CAMERA, _fpChangeAvatarForward);
            //   Debug.Log("Input_Input_Input:::DraggingDraggingDraggingDragging + " + _fpChangeAvatarForward.ToVector() + ", datax::" + _positionX + " , _datay::" + _positionY);
        }

        //移动
        if (_positionX != 0 || _positionY != 0)
        {
            FrameSyncInput.SetFP((byte)E_InputId.E_MOVE_X, _positionX);
            FrameSyncInput.SetFP((byte)E_InputId.E_MOVE_Y, _positionY);
            // Debug.Log("FP_FP_FP_::move_yyyyyyyyyy::" + _positionX.AsFloat() + ",move_y::" + _positionY.AsFloat());
        }
        //暂停
        if (_fpIdleFlag)
        {
            FrameSyncInput.SetBool((byte)E_InputId.E_IDEL, _fpIdleFlag);
            // Debug.Log("Input_Input_Input:::IdelIdelIdelIdelIdelIdelIdelIdel");
        }

        //射击
        if (_fpShootDownFlag)
        {
            FrameSyncInput.SetBool((byte)E_InputId.E_SHOOT_DOWN, _fpShootDownFlag);
        }
        if (_fpShootUpFlag)
        {
            FrameSyncInput.SetBool((byte)E_InputId.E_SHOOT_UP, _fpShootUpFlag);
        }

        //跳跃
        if (_fpJumpFlag)
        {
            FrameSyncInput.SetBool((byte)E_InputId.E_JUMP, _fpJumpFlag);
            //  Debug.Log("Input_Input_Input:::JUMPJUMPJUMPJUMPJUMPJUMPJUMP");
        }


        //改变模型格局
        if (_fpModelChangeState > 0)
        {
            FrameSyncInput.SetInt((byte)E_InputId.E_CHANGE_MODEL, _fpModelChangeState);
        }

        //更换装备
        if (_fpReplaceWeapon)
        {
            FrameSyncInput.SetInt((byte)E_InputId.E_REPLACE_WEAPON, GameManager.Instance.CurWeapon);
        }

        //扔手雷
        if (_fpThrowGrenadeFlag)
        {
            FrameSyncInput.SetBool((byte)E_InputId.E_THROW_GRENADE, _fpThrowGrenadeFlag);
        }



        //FrameSyncInput.SetFPVector((byte)E_InputId.E_SHOOT_FORWARD, _fpBeforeShootForward);
        //FrameSyncInput.SetFPVector((byte)E_InputId.E_CHANGE_AVATAR_FORWARD, _fpChangeAvatarForward);


        //重置数值
        _fpIdleFlag         = false;
        _fpModelChangeState = 0;
        _fpJumpFlag         = false;
        _fpReplaceWeapon    = false;
        _fpThrowGrenadeFlag = false;
        _fpShootUpFlag      = false;
        _fpDragFlag         = false;
        _fpDragEndFlag      = false;
    }