///<summary>互斥动作的处理</summary>
    void huchi_action()
    {
        if (hP_script.downing_value <= 0)     //受伤倒地
        {
            hurt_up_delay += Time.fixedDeltaTime;
            attackSystem.attackObject_Recover_one(2);
            if (hurt_up_delay >= hP_script.downing_noeffect_time - 0.18f)
            {
                ani.SetBool("hurt_down", false);
                ani.SetBool("hurt_up", true);
                aduioplayer.play_ation_audio_once(5, 4, transform.position);
            }
            else
            {
                ani.SetLayerWeight(3, 1);
                ani.SetBool("hurt_down", true);
                aduioplayer.play_ation_audio_once(4, 5, transform.position);
            }

            if (action_ani_number != 0)         //重置动作
            {
                ani.SetBool(action_ani_name[action_ani_arraynumber][action_ani_number - 1], false);
                action_ani_number = 0;
                trailingmesh_1.setUnVisual();
                trailingmesh_2.setUnVisual();
            }
            action_ani_doing     = false;
            additional_ani_doing = false;
            ani.SetBool(additional_ani_name[additional_ani_number], false);
            ani.SetLayerWeight(1, 0);
            ani.SetBool("defult", true);
            setWASDandSpaceDefult();            //将WASD和空格相关的动画设置为默认状态
        }
        else
        {
            hurt_up_delay = 0;
            ani.SetLayerWeight(3, 0);
            ani.SetBool("hurt_up", false);
            if (hP_script.recovering)           //如果出现受伤僵直
            {
                ani.SetLayerWeight(3, Mathf.Lerp(ani.GetLayerWeight(3), 0.8f, 0.8f));
                ani.SetBool(action_ani_name[action_ani_name.Length - 1][0], true);

                attackSystem.attackObject_Recover_one(2);
                if (action_ani_number != 0)             //重置动作
                {
                    ani.SetBool(action_ani_name[action_ani_arraynumber][action_ani_number - 1], false);
                    action_ani_number = 0;
                    trailingmesh_1.setUnVisual();
                    trailingmesh_2.setUnVisual();
                }
                action_ani_doing     = false;
                additional_ani_doing = false;
                ani.SetBool(additional_ani_name[additional_ani_number], false);
                ani.SetLayerWeight(1, 0);
                ani.SetBool("defult", true);
                setWASDandSpaceDefult();                //将WASD和空格相关的动画设置为默认状态
            }
            else
            {
                ani.SetLayerWeight(3, Mathf.Lerp(ani.GetLayerWeight(3), 0, 0.8f));
                ani.SetBool(action_ani_name[action_ani_name.Length - 1][0], false);

                huchi_action_gongji();         //互斥动作中攻击部分的处理(含WASD和空格)
                hunhe_action();                //混合动作的处理
            }
        }
    }