/// <summary>
        /// 因为需要从副本里出来后打开副本主界面,所以需要在这个消息响应函数里添加打开界面逻辑
        /// </summary>
        private void OnEnterSceneFinish()
        {
//			Tab_SceneClass lastSceneClass = TableManager.GetSceneClassByID(GameManager.gameManager.LastRunningScene, 0);
//			if (lastSceneClass != null)
//			{
//				if (lastSceneClass.Type == (int)Games.GlobeDefine.GameDefine_Globe.SCENE_TYPE.SCENETYPE_STORYCOPYSCENE &&
//				    !GameManager.gameManager.ActiveScene.IsCopyScene())
//				{
//					UIManager.ShowUI(UIInfo.Activity);
//				}
//			}
            // 如果进入了剧情副本,则创建相应的触发器和动态阻挡
            if (GameManager.gameManager.ActiveScene.IsStoryCopyScene())
            {
                Tab_SceneClass scLine = TableManager.GetSceneClassByID(GameManager.gameManager.RunningScene, 0);
                if (scLine != null)
                {
                    Tab_StoryCopyScene scsLine = TableManager.GetStoryCopySceneByID(scLine.CopySceneID, 0);
                    if (scsLine != null)
                    {
                        // 阻挡
                        string   dynamicObstacleStr = scsLine.ObstaclesID;
                        string[] dynamicObstacles   = dynamicObstacleStr.Split('_');
                        foreach (string s in dynamicObstacles)
                        {
                            int id = -1;
                            if (int.TryParse(s, out id))
                            {
                                Tab_DynamicObstacle doLine = TableManager.GetDynamicObstacleByID(id, 0);
                                if (doLine != null)
                                {
                                    DynamicObstacle.CreateObstacle(id);
                                }
                                else
                                {
                                    LogModule.ErrorLog("Cant find dynamicObstacle {0}", id);
                                }
                            }
                            else
                            {
                                LogModule.ErrorLog("Cant read dynamicObstacle id from {0} in StoryCopyScene {1}", dynamicObstacleStr, scLine.CopySceneID);
                            }
                        }

                        // 改为服务器给客户端发包创建
//						// 触发器
//						Tab_StoryCopySceneFlow scsfLine = TableManager.GetStoryCopySceneFlowByID(scLine.CopySceneID, 0);
//						if (scsfLine != null)
//						{
//							int triggerCnt = scsfLine.getTriggerCount();
//							for (int i = 0; i < triggerCnt; i++)
//							{
//								int triggerId = scsfLine.GetTriggerbyIndex(i);
//								if (triggerId != -1)
//								{
//									if (!CabalTrigger.CreateTrigger(triggerId))
//									{
//										LogModule.ErrorLog("Create trigger failed when enter storyCopyScene {0}", scLine.CopySceneID);
//									}
//								}
//							}
//						}
//						else
//						{
//							LogModule.ErrorLog("Cant find StoryCopySceneFlow {0}", scLine.CopySceneID);
//						}
                    }
                    else
                    {
                        LogModule.ErrorLog("Cant find StoryCopyScene {0}", scLine.CopySceneID);
                    }
                }
            }
        }