/// <summary>
    /// 缓存血条
    /// </summary>
    /// <param name="b"></param>
    static void CacheBlood(GfxBlood b)
    {
        if (!OptimitzedControlPlane.Instance.EnityCreateOptimize || null == b)
        {
            return;
        }


        ENTITY_TYPE entity_Type = b.bloodType;

        if (!m_CacheBlood.ContainsKey(entity_Type))
        {
            Debug.LogError("缓存" + entity_Type + "类型血条失败,请在InitCache中添加!");
            return;
        }
        int id = b.ID;

        //不存主角
        if (id == EntityFactory.MainHeroID)
        {
            return;
        }
        if (m_BloodMap.ContainsKey(id))
        {
            b.SetEnable(false);
            b.SetBloodColor(false);
            b.ChangeParent(CacheBloodRoot.transform);
            Queue <GfxBlood> m_list = m_CacheBlood[entity_Type];
            m_list.Enqueue(b);
            m_BloodMap.Remove(id);
        }
    }