protected override void Start()
 {
     base.Start();
     mPlayerAccMinRecord = accelerateMinValue;
     playerController.PlayerSystemForceAccelerateCloseEvent += OnForceAccelerateCloseEvent;
     status = XiongStatus.Status_Wait;
     Invoke("DelayToNormal", waitTime);
 }
 //光头强抓到我了
 public void OnEventGuangTouQiangCaptureMy(IParkourPlayerController guangTouQiang)
 {
     //抓住后加速
     status             = XiongStatus.Status_Standby;
     IsSelectTurnDirect = false;
     playerController.OpenPlayerSystemForceAccelerate(captureAccelerateValue,
                                                      captureAccelerateDampRate);
     //播放被抓住动画和语言
     playerController.playerAnimator.BrotherBearAniCollideArrest();
 }
 //我与障碍物发生碰撞了
 public override void OnEventHitBrokenObject()
 {
     //UnityEngine.Debug.Log("xiong");
     status             = XiongStatus.Status_Standby;
     IsSelectTurnDirect = false;
     playerController.OpenPlayerSystemForceAccelerate(hitDecelerateValue,
                                                      hitDecelerateDampRate);
     //播放碰撞动画和语言
     playerController.playerAnimator.BrotherBearAniCollide();
 }
 private void DelayToNormal()
 {
     status = XiongStatus.Status_Normal;
 }
 private void OnForceAccelerateCloseEvent(object sender, EventArgs e)
 {
     status = XiongStatus.Status_Wait;
     Invoke("DelayToNormal", waitTime);
 }