/// <summary>
        /// 根据当前选择的action为player加属性
        /// 在舍友不会自己获取状态的时候,就全部用玩家的属性加成
        /// </summary>
        public static void AddProperty(BasePerson person, CharacterAction action)
        {
            // 是玩家
            if (person.GetType() == GlobalManager.Instance.player.GetType())
            {
                if (!action.EventCaption.Equals(""))
                {
                    action.Count[0]++;
                }
            }
            else
            {
                if (person.Name == GlobalManager.Instance.roommates[0].Name)
                {
                    if (!action.EventCaption.Equals(""))
                    {
                        action.Count[1]++;
                    }
                }
                else if (person.Name == GlobalManager.Instance.roommates[1].Name)
                {
                    if (!action.EventCaption.Equals(""))
                    {
                        action.Count[2]++;
                    }
                }
                else if (person.Name == GlobalManager.Instance.roommates[2].Name)
                {
                    if (!action.EventCaption.Equals(""))
                    {
                        action.Count[3]++;
                    }
                }
            }

            float          multiple;
            int            promote_Money;
            PropertyStruct promoteProperty = new PropertyStruct(0, 0, 0, 0);

            promoteProperty += action.Property;
            promoteProperty += GlobalManager.Instance.player.bonus;

            promote_Money = action.Money;
            if (JudgingFirstSuccess(action, person))
            {
                multiple = 1;
                person.AddRecordAction(action.Captions[1]);
                if (JudgingSecondSuccess(action, person))
                {
                    multiple = 2;
                    person.AddRecordAction(action.Captions[2]);
                }
            }
            else
            {
                multiple = 0.5f;
                person.AddRecordAction(action.Captions[0]);
            }

            promoteProperty       *= multiple;
            person.propertyStruct += promoteProperty;
            person.Money          += (int)ChinaRound(promote_Money * multiple, 0);
        }