private static void ReplacePlayerWheelParticle(IParkourPlayerController player, RaceSceneControl.IParkourSceneDefine sceneDefine)
    {
        GameObject particleObject = (GameObject)Instantiate((GameObject)sceneDefine.frontWheelParticlePrefabs);

        particleObject.transform.parent        = player.particleList[0].transform.parent;
        particleObject.transform.localPosition = player.particleList[0].transform.localPosition;
        particleObject.transform.localRotation = player.particleList[0].transform.localRotation;
        UnityEngine.Object.Destroy(player.particleList[0].gameObject);
        player.particleList[0] = particleObject.GetComponent <ParticleSystem>();

        particleObject = (GameObject)Instantiate((GameObject)sceneDefine.backWheelParticlePrefabs);
        particleObject.transform.parent        = player.particleList[1].transform.parent;
        particleObject.transform.localPosition = player.particleList[1].transform.localPosition;
        particleObject.transform.localRotation = player.particleList[1].transform.localRotation;
        UnityEngine.Object.Destroy(player.particleList[1].gameObject);
        player.particleList[1] = particleObject.GetComponent <ParticleSystem>();
    }
    internal virtual void Initialization(RaceSceneControl.IParkourSceneDefine sceneDefine,
                                         GameStatus status, IParkourPlayer_Xiong.PlayerIndex[] players)
    {
        currentSceneDefine = sceneDefine;
        gameStatus         = status;
        //激活为当前监听源
        //AudioListenerCtrl.activeAudio = gameAudioListenerCtrl;
        //首先替换掉赛道预置对象
        hCheckPointsMainCS.hPatchesRandomizerCS.IsRandomPath   = currentSceneDefine.IsRandomPath;
        hCheckPointsMainCS.hPatchesRandomizerCS.patchesPrefabs = currentSceneDefine.patchesPrefabs;
        //替换掉角色的粒子
        ReplacePlayerWheelParticle(playerGuangTouQiang, currentSceneDefine);
        ReplacePlayerWheelParticle(playerXiong2, currentSceneDefine);
        ReplacePlayerWheelParticle(playerXiongDa, currentSceneDefine);
        //设置角色状态
        switch (gameStatus)
        {
        case GameStatus.status_Standby:
        {
            playerGuangTouQiang.IsAIController    = true;
            playerGuangTouQiang.IsInputController = false;
            playerXiong2.IsAIController           = true;
            playerXiong2.IsInputController        = false;
            playerXiong2.IsEnterStart             = false;
            playerXiongDa.IsAIController          = true;
            playerXiongDa.IsInputController       = false;
            playerXiongDa.IsEnterStart            = false;
        }
        break;

        case GameStatus.status_NewGame:
        case GameStatus.status_ContinueGame:
        {
            playerGuangTouQiang.IsAIController    = true;
            playerGuangTouQiang.IsInputController = false;
            if (players == null || players.Length == 0)
            {
                playerXiong2.IsAIController     = true;
                playerXiong2.IsInputController  = false;
                playerXiongDa.IsAIController    = true;
                playerXiongDa.IsInputController = false;
            }
            else
            {
                bool flag = false;
                for (int i = 0; i < players.Length; i++)
                {
                    if (playerXiong2.playerIndex == players[i] && playerXiong2.IsEnterStart)
                    {
                        playerXiong2.IsAIController    = false;
                        playerXiong2.IsInputController = true;
                        flag = true;
                        break;
                    }
                }
                if (!flag)
                {
                    playerXiong2.IsAIController    = true;
                    playerXiong2.IsInputController = false;
                }

                flag = false;
                for (int i = 0; i < players.Length; i++)
                {
                    if (playerXiongDa.playerIndex == players[i] && playerXiongDa.IsEnterStart)
                    {
                        playerXiongDa.IsAIController    = false;
                        playerXiongDa.IsInputController = true;
                        flag = true;
                        break;
                    }
                }
                if (!flag)
                {
                    playerXiongDa.IsAIController    = true;
                    playerXiongDa.IsInputController = false;
                }
            }
        }
        break;
        }
        //先暂定游戏刷新
        isGamePaused = true;
    }