//开始进行轻功移动
        private void StartLightSkillMove(int nAnimID, Vector3 vecTargetPos)
        {
            IsLightState            = true;
            m_fTotalLightHightRefix = 0.0f;
            //首先屏蔽掉NavMesh和胶囊碰撞
            if (null != NavAgent && NavAgent.enabled)
            {
                NavAgent.enabled = false;
            }

            //面向目标点
            FaceTo(vecTargetPos);

            //皆为直线运动,所以直接底层MoveTo即可
            MoveTo(vecTargetPos, null, 0.0f);

            if (null != AnimLogic)
            {
                AnimLogic.Stop();
                AnimLogic.Play(nAnimID);
            }

            if (null != ObjEffectController)
            {
                ObjEffectController.PlayEffect(GlobeVar.LIGHT_SKILL_EFFECT);
            }

            m_LightSkillTargetPos = vecTargetPos;

            //开启拖尾特效
            //ShowLightShadowEffect(true);


            //主角的话播放音效
            if (ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_MAIN_PLAYER)
            {
                if (null != GameManager.gameManager.SoundManager)
                {
                    GameManager.gameManager.SoundManager.PlaySoundEffect(149);
                }

                //打开拖尾特效
                if (null != ObjEffectController)
                {
                    ObjEffectController.PlayEffect(GlobeVar.LIGHT_SKILL_TAIL);
                }
            }
        }
        protected void UpdateLightSkill()
        {
            if (false == m_bIsLightState || m_LightSkillTargetPos == Vector3.zero)
            {
                return;
            }
            if (ObjTransform == null)
            {
                return; // 判空
            }
            m_fMoveSpeed = BaseAttr.MoveSpeed;

            //如果在轻功过程中产生强制移动行为,则进行强制移动的Update,忽略轻功本身的路径
            if (m_bTeleMoveInLight)
            {
                if (Vector3.Distance(m_vecLightTelePos, ObjTransform.position) <= 1.0f)
                {
                    EndLightSkillMove();
                    m_bTeleMoveInLight = false; // 被击退情况结束了,置回来
                }

                return;
            }

            //轻功结束
            //if (Vector3.Distance(m_LightSkillTargetPos, ObjTransform.position) <= 2.0f)
            if (Vector2.Distance(
                    new Vector2(m_LightSkillTargetPos.x, m_LightSkillTargetPos.z),
                    new Vector2(ObjTransform.position.x, ObjTransform.position.z)
                    ) <= 0.5f)
            {
                EndLightSkillMove();
            }

            //进行高度修正,目前的轨迹是一条正弦曲线
            if (m_fLightLastTime > 0.0f)
            {
                float timeElps = Time.time - m_fLightStartTime;
                if (timeElps <= m_fLightLastTime)
                {
                    //float fAngle = (timeElps / m_fLightLastTime) * 3.1415f;
                    //float fHeightRefix = Mathf.Cos(fAngle) * 0.1f;

                    ////由于现在地表高度为精确高度,所以发现到达地面的时候则停止轻功
                    //if (fHeightRefix < 0.0f && ObjTransform.position.y < ActiveScene.GetTerrainPosition(ObjTransform.position).y)
                    //{
                    //    EndLightSkillMove();
                    //}

                    ////if (ObjTransform.position.y + fHeightRefix < 8.0f)
                    ////限制高度
                    //if (m_fTotalLightHightRefix >=3.0f && fHeightRefix>0)
                    //{
                    //    fHeightRefix = 0.0f;
                    //}
                    //else if (m_fTotalLightHightRefix < 1.0f && fHeightRefix < 0)
                    //{
                    //    fHeightRefix = 0.0f;
                    //}
                    //m_fTotalLightHightRefix += fHeightRefix;

                    //ObjTransform.position = new Vector3(ObjTransform.position.x, ObjTransform.position.y + fHeightRefix, ObjTransform.position.z);

                    if (m_fLightLastTime == 0)
                    {
                        m_fLightLastTime = 0.1f; // 判除零
                    }
                    float fAngle       = (timeElps / m_fLightLastTime) * 3.1415f;
                    float fHeightRefix = Mathf.Sin(fAngle) * m_fLightWantHight; // 最高距离是3米

                    float old_offsety = m_fTotalLightHightRefix;
                    m_fTotalLightHightRefix = fHeightRefix;

                    float new_y = ObjTransform.position.y - old_offsety + m_fTotalLightHightRefix; // 当前位置,减去上次位置,加上这次位置
                    if (new_y < ActiveScene.GetTerrainPosition(ObjTransform.position).y)
                    {                                                                              // 如果算出来的位置小于地形高度,则是地形高度
                        new_y = ActiveScene.GetTerrainPosition(ObjTransform.position).y;
                    }

                    ObjTransform.position = new Vector3(
                        ObjTransform.position.x,
                        new_y,
                        ObjTransform.position.z);
                }
                else
                {
                    EndLightSkillMove();
                }
                float fBeforeTime = 0.35f;
                if (ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_MAIN_PLAYER || ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_OTHER_PLAYER)
                {
                    Obj_OtherPlayer _Player = this as Obj_OtherPlayer;
                    if (_Player)
                    {
                        switch (_Player.Profession)
                        {
                        case  (int)CharacterDefine.PROFESSION.SHAOLIN:
                            fBeforeTime = 0.35f;
                            break;

                        case (int)CharacterDefine.PROFESSION.TIANSHAN:
                            fBeforeTime = 0.35f;
                            break;

                        case (int)CharacterDefine.PROFESSION.XIAOYAO:
                            fBeforeTime = 0.35f;
                            break;

                        case (int)CharacterDefine.PROFESSION.DALI:
                            fBeforeTime = 0.35f;
                            break;
                        }
                    }
                }

                if (AnimLogic != null && AnimLogic.CurAnimData != null)
                { // 判空
                    if (AnimLogic.CurAnimData.AnimID != (int)CharacterDefine.CharacterAnimId.LIGHTSKILLEND)
                    {
                        if (m_fLightLastTime - timeElps <= fBeforeTime || Vector3.Distance(m_LightSkillTargetPos, ObjTransform.position) <= 1.75f)
                        {
                            AnimLogic.Stop();
                            AnimLogic.Play((int)CharacterDefine.CharacterAnimId.LIGHTSKILLEND);
                        }
                    }
                }
            }

            //暂时屏蔽二段跳
            //如果在轻功状态并且二段跳还未被激活,则判断是否可以进行二段跳跃
            //if (!m_bIsLightSecondStepState && !m_bIsLightSecondStepActived)
            //{
            //    //激活二段跳(只能激活一次)
            //    if (Vector3.Distance(m_LightSkillTargetPos, ObjTransform.position) <= 5.0f)
            //    {
            //        m_bIsLightSecondStepState = true;
            //        m_bIsLightSecondStepActived = false;
            //    }
            //}
        }