public void ReleaseSomething()
    {
        if (playerAnimator.GetBool("isHoldWeapon") || playerAnimator.GetBool("isCrouched"))
        {
            return;
        }
        playerAnimator.SetLayerWeight(playerAnimator.GetLayerIndex("Hand Layer"), 0);//更改手部动画层权重
        playerAnimator.SetBool("isPulling", false);
        playerAnimation.switchHand(false);
        //上面动画相关

        if (pullInterface != null)
        {
            pullInterface.BeReleased();
            pullInterface = null;
        }
    }
    public void GrapeSomething()
    {
        if (playerAnimator.GetBool("isHoldWeapon") || playerAnimator.GetBool("isCrouched"))
        {
            return;
        }

        RaycastHit2D hit;

        if (this.transform.lossyScale.x > 0)
        {
            hit = Physics2D.Raycast(transform.position + new Vector3(0, -1), Vector2.right, 9f, interactiveLayerMask);//调整方向
            Debug.DrawLine(transform.position + new Vector3(0, -1), new Vector2(transform.position.x + 9f, transform.position.y - 1), Color.green, 1f);
        }
        else
        {
            hit = Physics2D.Raycast(transform.position + new Vector3(0, -1), Vector2.left, 9f, interactiveLayerMask);//调整方向
            Debug.DrawLine(transform.position + new Vector3(0, -1), new Vector2(transform.position.x - 9f, transform.position.y - 1), Color.green, 1f);
        }
        if (hit.collider != null)
        {
            pullInterface = hit.collider.GetComponent <ICouldBePull>();
            if (pullInterface != null)
            {
                pullInterface.BeGraped(this.gameObject);

                playerAnimator.SetLayerWeight(playerAnimator.GetLayerIndex("Hand Layer"), 1);//更改手部动画层权重
                playerAnimator.SetBool("isPulling", true);
                playerAnimation.switchHand(true);
                //上面动画相关
            }
            else
            {
                Debug.Log("此物体无法拖动(可能是未实现ICouldBePull)");
            }
        }
    }