public int[] initCount_Particle;           //给定每种特效初始数量
    void PlayParticle(Vector3 pos, Quaternion direction, ExploseType type)
    {
        return;

        int index = (int)type;

        GameObject curParticle;

        if (EXP_Particle[index][useIndex_Particle[index]])
        {
            curParticle = EXP_Particle[index][useIndex_Particle[index]];
            if (curParticle.activeInHierarchy)        //当前特效正在被使用
            {
                curParticle = InitNewParticles(type); //找到未被利用的,或者实例化一个新的
            }
        }
        else
        {
            curParticle = EXP_Particle[index][useIndex_Particle[index]] = Instantiate(particles[index]) as GameObject;
        }
        curParticle.transform.position = pos;
        curParticle.transform.rotation = direction;
        curParticle.SetActive(true);

        useIndex_Particle[index]++;
        if (useIndex_Particle[index] == initCount_Particle[index])
        {
            useIndex_Particle[index] = 0;
        }
    }
    GameObject InitNewParticles(ExploseType type)
    {
        int        index       = (int)type;
        GameObject newParticle = null;

        for (int i = 0; i < initCount_Particle[index]; i++)
        {
            if (EXP_Particle[index][i])
            {
                if (!EXP_Particle[index][i].activeInHierarchy)
                {
                    newParticle = EXP_Particle[index][i];
                    break;
                }
            }
            else
            {
                newParticle = EXP_Particle[index][i] = Instantiate(particles[index]) as GameObject;
                break;
            }
        }
        if (newParticle == null)
        {
            GameObject[] newParticles = new GameObject[initCount_Particle[index] + 8];
            Array.Copy(EXP_Particle[index], newParticles, initCount_Particle[index]);
            EXP_Particle[index]        = newParticles; //赋值给缓存
            useIndex_Particle[index]   = initCount_Particle[index];
            initCount_Particle[index] += 8;
        }
        newParticle = EXP_Particle[index][useIndex_Particle[index]] = Instantiate(particles[index]) as GameObject;
        return(newParticle);
    }
 void _Play(ExploseType type)
 {
 }