private static void SetUnitState(Units unit, UnitRuntimeInfo info)
        {
            if (!unit)
            {
                return;
            }
            PvpProtocolTools.SyncUnitPosition(unit, info);
            PvpProtocolTools.SyncUnitProperties(unit, info);
            PvpProtocolTools.SyncUnitBuff(unit, info);
            PvpProtocolTools.SyncUnitLifeStateAndSkill(unit, info.baseUnitInfo, info.reliveLeftTime);
            Units player = PlayerControlMgr.Instance.GetPlayer();

            if (player != null && player.teamType < 4)
            {
                unit.m_nServerVisibleState = (int)info.nVisebleState[player.teamType];
            }
            PvpProtocolTools.TrySyncMonsterCreepGroupType(unit, info);
            PvpProtocolTools.TrySyncMonsterCreepRotation(unit);
        }