void OnTriggerStay(Collider other)
    {
        if (isMagicable == true)
        {
            isMagicable = false;

            Hero hero = other.gameObject.GetComponent <Hero> ();
            if (hero != null)
            {
                // 改变金币
                if (magicWaterData.AddGold != 0)
                {
                    int gold = PlayerData.Gold;
                    if (magicWaterData.AddGold < 0 && gold < Mathf.Abs(magicWaterData.AddGold))
                    {
                        return;
                    }

                    GameEntry.Setting.SetInt(Constant.Player.Gold, gold + magicWaterData.AddGold);
                    GameEntry.Event.Fire(this, ReferencePool.Acquire <RefreshGoldEventArgs> ());
                }

                // 改变血量
                if (magicWaterData.AddHPPercent != 0 &&
                    Mathf.Abs((int)(hero.HeroData.MaxHP * magicWaterData.AddHPPercent)) > Mathf.Abs(magicWaterData.AddHP))
                {
                    hero.OnDamage(-magicWaterData.AddHPPercent, true);
                }
                else if (magicWaterData.AddHP != 0)
                {
                    hero.OnDamage(-magicWaterData.AddHP, true);
                }

                // 改变攻击
                if (magicWaterData.AddAtk != 0)
                {
                    hero.PowerUpByAbsValue(0, 0, magicWaterData.AddAtk, 0);
                }

                // 生成克隆英雄
                if (magicWaterData.CreateCloneHeroTypeID != 0)
                {
                    MonsterData monsterData = new MonsterData(
                        EntityExtension.GenerateSerialId(), magicWaterData.CreateCloneHeroTypeID, CampType.CloneHero, 0);
                    monsterData.Position = new Vector3(transform.position.x, 0, transform.position.z);

                    // 避免克隆英雄太弱,根据玩家英雄实时最大血量调整克隆英雄属性
                    float powerPercent = hero.HeroData.MaxHP / monsterData.MaxHP / 100f + 1;
                    monsterData.AjustPower(powerPercent);

                    EntityExtension.ShowMonster(typeof(Monster), "MonsterGroup", monsterData);
                }
            }
        }
    }
    protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
    {
        base.OnUpdate(elapseSeconds, realElapseSeconds);

        timeCounter += elapseSeconds;
        pastTime    += elapseSeconds;

        if (pastTime < monsterCreaterData.StartTime)
        {
            return;
        }

        // 第一个创建的怪物跳过创建间隔
        if (createNum > 0 && timeCounter < monsterCreaterData.Interval)
        {
            return;
        }

        timeCounter = 0;

        // 创建怪物
        if (Utility.Random.GetRandom(100) < monsterCreaterData.Probability)
        {
            for (int i = 0; i < monsterCreaterData.PerNum; i++)
            {
                CampType camp = CampType.Enemy;

                MonsterData monsterData = new MonsterData(
                    EntityExtension.GenerateSerialId(), monsterCreaterData.MonsterTypeId, camp, monsterCreaterData.MonsterPrize);
                monsterData.Position = new Vector3(Utility.Random.GetRandom(5, 25), 0, Utility.Random.GetRandom(5, 25));

                // 调整怪物属性
                monsterData.AjustPower(monsterCreaterData.PowerPercent);
                monsterData.ChangeName(monsterCreaterData.Name);
                EntityExtension.ShowMonster(typeof(Monster), "MonsterGroup", monsterData);

                createNum++;
            }

            // 达到最大创建数量,销毁生成器
            if (createNum >= monsterCreaterData.MaxNum)
            {
                GameEntry.Entity.HideEntity(this.Id);
            }
        }
    }