// Use this for initialization
    void Start()
    {
        _Instance = this;
        Transform        parTran   = LiZiPath.transform;
        List <Transform> nodesTran = new List <Transform>(parTran.GetComponentsInChildren <Transform>())
        {
        };

        nodesTran.Remove(parTran);
        MarkArray     = new Transform[nodesTran.Count];
        MarkBackArray = new Transform[nodesTran.Count];
        MarkArray     = nodesTran.ToArray();
        nodesTran.Reverse();
        MarkBackArray = nodesTran.ToArray();
        LiZiPath.SetActive(false);
        LiZiObj.SetActive(false);

        /*Invoke("MoveLiZiToPathEnd", 5f);
         * Invoke("MoveLiZiToPathStart", 10f);*/
    }
    public void AddStarNum()
    {
        if (NengLiangTiaoCtrl.IsStartPlay || XingNLSprite.fillAmount >= 1f)
        {
            return;
        }

        //StarNum += 8; //test
        StarNum++;
        XingNLSprite.fillAmount = (float)StarNum / 20f;
        if (StarNum >= 20)
        {
            StarNum = 0;
            //XingNLSprite.fillAmount = 0f;
            if (GlobalData.GetInstance().gameMode == GameMode.SoloMode)
            {
                NengLiangLiZiTXCtrl.GetInstance().MoveLiZiToPathEnd();
            }
        }
        ActiveChuanChangeTran();
    }
    IEnumerator UpdateNengLiangTiao()
    {
        while (true)
        {
            Offset += Speed;
            if (Offset >= NengLiangEndVal || IsStopNengLiangTeXiao)
            {
                IsStartPlay = false;
                gameObject.SetActive(false);
                ChuanNengLiangGTX.SetActive(false);
                NengLiangBeiJing.SetActive(true);
                NengLiangLiZiTXCtrl.GetInstance().MoveLiZiToPathStart();
                NengLiangQuanCtrl.GetInstance().MoveNengLiangQuanToStart(DaoJuTypeIndex.shenXingState);

                if (GlobalData.GetInstance().gameMode == GameMode.SoloMode)
                {
                    WaterwheelPlayerCtrl.GetInstance().CloseShenXingState();
                }
                break;
            }
            NengLiangTiao.materials[0].SetTextureOffset("_MainTex", new Vector2(Offset, 0f));
            yield return(new WaitForSeconds(DTime));
        }
    }