//使用同一个攻击定义盒
    void LoadBoxDef(int idx)
    {
        idx = 0;
        TextAsset asset = Resources.Load <TextAsset>("boxdef0");

        if (asset == null)
        {
            return;
        }
        MemoryStream          ms     = new MemoryStream(asset.bytes);
        List <BoxColliderDef> boxdef = Serializer.Deserialize <List <BoxColliderDef> >(ms);

        for (int i = 0; i < bo.Count; i++)
        {
            for (int j = 0; j < boxdef.Count; j++)
            {
                if (boxdef[j].name == bo[i].name)
                {
                    BoxCollider bodef = bo[i].gameObject.AddComponent <BoxCollider>();
                    bodef.center    = boxdef[j].center;
                    bodef.size      = boxdef[j].size;
                    bodef.isTrigger = true;
                    bodef.enabled   = true;
                    owner.AddHitBox(bodef);//受击盒.固定的
                    bo[i].gameObject.layer = LayerMask.NameToLayer("Bone");
                }
            }
        }
    }