public static GameEvent GetGameEvent()
    {
        if (NextId == -1)
        {
            inSeries = false;
        }

        if (inSeries)
        {
            CurrentEvent = SerialGameEvents[NextId];
            return(SerialGameEvents[NextId]);
        }
        else
        {
            if (Random.Range(0f, 1f) > SerialEventRate)
            {
                ////生成普通事件
                //int i = Random.Range(0, EventCount);
                //int tryCount = 0;
                //while (isEventUsed[i] && tryCount<=EventCount)
                //{
                //    i++;
                //    i %= EventCount;
                //    tryCount++;
                //}
                //isEventUsed[i] = true;
                //return GameEvents[i];
                return(GetNormalEvent());
            }
            else
            {
                ////生成系列事件

                //int i = Random.Range(0, SerialEventCount);
                //int tryCount = 0;
                //while (isSerialEventUsed[i] && tryCount <= SerialEventCount || SerialGameEvents[i].IsBegin ==false)
                //{
                //    i++;
                //    i %= SerialEventCount;
                //    tryCount++;
                //}
                //isSerialEventUsed[i] = true;

                //inSeries = true;
                //CurrentEvent = SerialGameEvents[i];
                //return SerialGameEvents[i];
                return(GetSerialEvent());
            }
        }
    }
    static GameEvent GetSerialEvent()
    {
        //生成系列事件

        int i        = Random.Range(0, SerialEventCount);
        int tryCount = 0;

        while (isSerialEventUsed[i] && tryCount <= SerialEventCount || SerialGameEvents[i].IsBegin == false)
        {
            i++;
            i %= SerialEventCount;
            tryCount++;
            if (tryCount > SerialEventCount)
            {
                return(GetNormalEvent());
            }
        }
        isSerialEventUsed[i] = true;

        inSeries     = true;
        CurrentEvent = SerialGameEvents[i];
        return(SerialGameEvents[i]);
    }