/// <summary>
    /// 当鼠标按下时触发(其实就是初始化_vec3Offset值,需要注意的是一切的位置坐标都是为了得到这个差值)
    /// </summary>
    private void onMouseDown()
    {
        //获取鼠标相对于摄像头的点击位置
        Vector3 mousePos   = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        Vector2 mousePos2D = new Vector2(mousePos.x, mousePos.y);

        hitRC = Physics2D.Raycast(mousePos2D, Vector2.zero);
        if (hitRC.collider != null && hitRC.transform.GetComponent <JigsawContainerCpt>() != null)
        {
            Collider2D jigsawCollider  = hitRC.collider;
            Transform  jigsawTransform = jigsawCollider.transform;
            //让被选中的物体停止移动
            Rigidbody2D baseRB = jigsawTransform.GetComponent <Rigidbody2D>();
            baseRB.velocity    = Vector3.zero;
            baseRB.constraints = RigidbodyConstraints2D.FreezeAll;
            baseRB.constraints = RigidbodyConstraints2D.None;
            //在鼠标按下时,鼠标和物体在控件坐标在空间上的位置差
            jigsawContainerCpt = jigsawTransform.GetComponent <JigsawContainerCpt>();
            if (jigsawContainerCpt != null)
            {
                isSelect   = true;
                vec3Offset = jigsawTransform.position - new Vector3(mousePos.x, mousePos.y);
                jigsawContainerCpt.setIsSelect(true);
            }
        }
    }
 /// <summary>
 /// 鼠标抬起时
 /// </summary>
 private void onMouseUp()
 {
     isSelect = false;
     if (jigsawContainerCpt != null)
     {
         jigsawContainerCpt.setIsSelect(false);
     }
 }