/// <summary>
    /// 生成横向pingpong敌人
    /// </summary>
    /// <param name="count"></param>
    private void SpawnHorizontalPingpongEnemy()
    {
        var pos = GetStartPosition(true);

        for (int i = 0; i < pos.Length; i++)
        {
            enemyBehavior = new EnemyBehavior();
            enemyBehavior.pingpongBehavior = PingpongBehavior.Horizontal;
            var entity = entityFactoryService.CreateEnemy(UidUtils.Uid, pos[i], EnemyType.PingpongBehavior, enemyBehavior, speed);
            pingPongEnemyList.Add(entity);
        }
    }
    /// <summary>
    /// 随机生成敌人
    /// </summary>
    /// <param name="count"></param>
    private void SpawnRandomEnemy(int count)
    {
        while (count > 0)
        {
            //不在主角身上生成敌人 防止立即碰到
            Vector2 pos = Vector2.zero;
            do
            {
                pos = GetRandomPosition();
            } while (pos == contexts.game.globalHero.value.position.value);

            enemyBehavior.normalBehavior = NormalBehavior.Chase;
            entityFactoryService.CreateEnemy(UidUtils.Uid, pos, EnemyType.NormalBehavior, enemyBehavior);
            count--;
        }
    }