/// <summary>
    /// 右手锁定
    /// </summary>
    void LockRightTarget()
    {
        if (Lock_Rparent != null && Riget_Locktimer <= 1f)
        {
            Riget_Locktimer += Time.deltaTime;
            if (!Lock_R.activeSelf)
            {
                //      Audiocontroller.instans.PlayGameAudio("suoding");

                Lock_R.SetActive(true);
            }
            Vector3 normalface = Vector3.Normalize(Lock_Rparent.transform.position - Camera.main.transform.position);
            Lock_R.transform.position = normalface * LookAt.CURR_DISTANCE;
            Lock_R.transform.LookAt(Camera.main.transform);
        }
        else
        {
            Lock_Rparent    = null;
            Riget_Locktimer = 0f;
            if (Lock_R.activeSelf)
            {
                Lock_R.SetActive(false);
            }
        }
    }
    void Start()
    {
        prefabs.Add((GameObject)Resources.Load("bullent1"));
        t_lines = new List <LineRenderer>();
        GameObject tempL = Resources.Load("NeedleCircle") as GameObject;
        GameObject tempR = Resources.Load("NeedleCircle") as GameObject;

        Lock_L = Instantiate(Recever.rInstance.LockHubObj) as GameObject;
        Lock_R = Instantiate(Recever.rInstance.LockHubObj) as GameObject;
        Lock_L.SetActive(false);
        Lock_R.SetActive(false);
        targetL = Instantiate(tempL) as GameObject;
        targetR = Instantiate(tempR) as GameObject;
        targetL.AddComponent <SightbeadControll>();
        targetR.AddComponent <SightbeadControll>();
        targetL.name = "targetL";
        targetR.name = "targetR";
        //targetL.transform.localScale = new Vector3(0.125f, 0.125f, 0.125f);
        //targetR.transform.localScale = new Vector3(0.125f, 0.125f, 0.125f);
    }