/// <summary>
    /// 中间处的陷阱
    /// </summary>
    private void CreateMidTrapPlatform()
    {
        //中间处概率 生成陷阱或者空的物体
        float n = (m_RegionNumberRange.y - m_RegionNumberRange.x) / 2 + m_RegionNumberRange.x;

        if (m_ReginNumber == n && m_ReginTotalNumber == m_RegionNumberRange.y - 1)
        {
            bool         isTrap   = UnityEngine.Random.Range(0, 2) == 0 ? true : false;
            string       trapName = m_CurPlatformInfo.OtherTrapPlatfromNames[UnityEngine.Random.Range(0, m_CurPlatformInfo.OtherTrapPlatfromNames.Count)];
            PlatfromType tempType = PlatfromType.HideTrap;
            Platform     t        = null;
            if (isTrap)
            {
                if (m_ReginLeftDir)
                {
                    t = CreateRightPlatform(trapName, m_LastPlatform, m_CurPlatformInfo,
                                            platfromType: PlatfromType.OtherTrap);
                }
                else
                {
                    t = CreateLeftPlatform(trapName, m_LastPlatform, m_CurPlatformInfo, platfromType: PlatfromType.OtherTrap);
                }
            }
            else
            {
                if (m_ReginLeftDir)
                {
                    //生成空的
                    t = CreateRightPlatform("Hide", m_LastPlatform, m_CurPlatformInfo, isNoramlShow: false,
                                            platfromType: PlatfromType.Hide);
                    //生成
                    t = CreateRightPlatform(trapName, t, m_CurPlatformInfo,
                                            platfromType: PlatfromType.OtherTrap);
                }
                else
                {
                    //生成空的
                    t = CreateLeftPlatform("Hide", m_LastPlatform, m_CurPlatformInfo, isNoramlShow: false,

                                           platfromType: PlatfromType.Hide);
                    //生成
                    t = CreateLeftPlatform(trapName, t, m_CurPlatformInfo,
                                           platfromType: PlatfromType.OtherTrap);
                }
            }
        }
    }
    /// <summary>
    /// 转折处陷阱
    /// </summary>
    private void CreateTurnTrapPlatform()
    {
        //在改变环境处不生成陷阱
        if (Step % m_ChangeEnvStep != 0)
        {
            //概率在相反方向生成隐藏陷阱
            int          temp     = UnityEngine.Random.Range(0, 100);
            Platform     t        = null;
            string       trapName = "";
            PlatfromType tempType = PlatfromType.HideTrap;
            if (temp < 15)
            {
                //转折处距离最小为1,避免拥挤
                if (m_ReginTotalNumber >= 2)
                {
                    trapName = m_CurPlatformInfo.HideTrapPlatfromName;
                    tempType = PlatfromType.HideTrap;
                }
            }
            else if (temp < 50 && temp >= 15)
            {
                trapName = m_CurPlatformInfo.OtherTrapPlatfromNames[0];
                tempType = PlatfromType.OtherTrap;
            }
            else if (temp < 85 && temp >= 50)
            {
                trapName = m_CurPlatformInfo.OtherTrapPlatfromNames[1];
                tempType = PlatfromType.OtherTrap;
            }

            if (!string.IsNullOrEmpty(trapName))
            {
                if (m_ReginLeftDir)
                {
                    t = CreateRightPlatform(trapName, m_LastPlatform, m_CurPlatformInfo,
                                            platfromType: tempType);
                }
                else
                {
                    t = CreateLeftPlatform(trapName, m_LastPlatform, m_CurPlatformInfo, platfromType: tempType);
                }
            }
        }
    }
    //startFallTime 比跳跃的时间短一点
    public void Init(Vector3 startPos, Vector3 endPos, float startFallTime, float standTime, PlatformStatus status, PlatformInfo platformInfo, PlatfromType platfromType = PlatfromType.Normal)
    {
        if (status == PlatformStatus.Show)
        {
            transform.position = startPos;
        }
        else
        {
            transform.position = endPos;
        }

        PlatfromType    = platfromType;
        CurPlatformInfo = platformInfo;
        m_EndPos        = endPos;
        m_StartPos      = startPos;
        Status          = status;
        m_Timer         = 0;
        m_StandTime     = standTime;
        m_StartDownTime = startFallTime;
        m_IsShowHide    = false;
    }
    public Platform CreateRightPlatform(string name, Platform parnet, PlatformInfo platformInfo, bool isNoramlShow = true, PlatfromType platfromType = PlatfromType.Normal)
    {
        GameObject go = Resources.Load <GameObject>("Platform/" + name);

        go = Instantiate(go);
        Platform platform = go.GetComponent <Platform>();

        parnet.RNode   = platform;
        platform.PNode = parnet;
        Vector3 startPos = parnet.transform.TransformPoint(new Vector3(0.65f, 3f, 0));
        Vector3 endPos   = parnet.transform.TransformPoint(new Vector3(0.65f, 0.65f, 0));

        Platform.PlatformStatus status = Platform.PlatformStatus.Show;
        if (!isNoramlShow)
        {
            status = Platform.PlatformStatus.Stand;
        }
        platform.Init(startPos, endPos, 0.1f, m_StandTime, status, platformInfo, platfromType);
        return(platform);
    }
    public void CreatePlatformTest()
    {
        m_ReginNumber++;
        //生成隐藏陷阱后续
        List <Node> hideList = FindHidePlatform(GlobalInit.Instance.CurRoleCtrl.CurPlatform);

        if (hideList != null)
        {
            for (int i = 0; i < hideList.Count; i++)
            {
                if (((Platform)hideList[i]).HideTrapChildCount < 2)
                {
                    Node node = hideList[i];
                    //5步之内查看玩家是否在范围内,是的话显示隐藏陷阱
                    for (int j = 0; j < 5; j++)
                    {
                        if (node == GlobalInit.Instance.CurRoleCtrl.CurPlatform)
                        {
                            ((Platform)hideList[i]).ShowHideTrap();
                            break;
                        }
                        node = node.PNode;
                    }
                    //生成下一个平台
                    node = null;
                    //左边
                    if (hideList[i].PNode.LNode == hideList[i])
                    {
                        node = FindLeftLastNode(hideList[i]);
                        if (node == null)
                        {
                            CreateLeftPlatform(((Platform)hideList[i]).CurPlatformInfo.NormalPlatfromName, (Platform)hideList[i], ((Platform)hideList[i]).CurPlatformInfo, platfromType: PlatfromType.Normal);
                        }
                        else
                        {
                            CreateLeftPlatform(((Platform)hideList[i]).CurPlatformInfo.NormalPlatfromName, (Platform)node, ((Platform)hideList[i]).CurPlatformInfo, platfromType: PlatfromType.Normal);
                        }
                    }
                    else//右边
                    {
                        node = FindRightLastNode(hideList[i]);
                        if (node == null)
                        {
                            CreateRightPlatform(((Platform)hideList[i]).CurPlatformInfo.NormalPlatfromName, (Platform)hideList[i], ((Platform)hideList[i]).CurPlatformInfo, platfromType: PlatfromType.Normal);
                        }
                        else
                        {
                            CreateRightPlatform(((Platform)hideList[i]).CurPlatformInfo.NormalPlatfromName, (Platform)node, ((Platform)hideList[i]).CurPlatformInfo, platfromType: PlatfromType.Normal);
                        }
                    }
                    ((Platform)hideList[i]).HideTrapChildCount++;
                }
            }
        }

        //转折处生成陷阱
        if (m_ReginNumber == 1)
        {
            //在改变环境处不生成陷阱
            if (Step % m_ChangeEnvStep != 0)
            {
                //概率在相反方向生成隐藏陷阱
                int          temp     = UnityEngine.Random.Range(0, 100);
                Platform     t        = null;
                string       trapName = "";
                PlatfromType tempType = PlatfromType.HideTrap;
                if (temp < 15)
                {
                    //转折处距离最小为1,避免拥挤
                    if (m_ReginTotalNumber >= 2)
                    {
                        trapName = m_CurPlatformInfo.HideTrapPlatfromName;
                        tempType = PlatfromType.HideTrap;
                    }
                }
                else if (temp < 50 && temp >= 15)
                {
                    trapName = m_CurPlatformInfo.OtherTrapPlatfromNames[0];
                    tempType = PlatfromType.OtherTrap;
                }
                else if (temp < 85 && temp >= 50)
                {
                    trapName = m_CurPlatformInfo.OtherTrapPlatfromNames[1];
                    tempType = PlatfromType.OtherTrap;
                }

                if (!string.IsNullOrEmpty(trapName))
                {
                    if (m_ReginLeftDir)
                    {
                        t = CreateRightPlatform(trapName, m_LastPlatform, m_CurPlatformInfo,
                                                platfromType: tempType);
                    }
                    else
                    {
                        t = CreateLeftPlatform(trapName, m_LastPlatform, m_CurPlatformInfo, platfromType: tempType);
                    }
                }
            }
        }
        else
        {
            //中间处概率 生成陷阱或者空的物体
            float n = (m_RegionNumberRange.y - m_RegionNumberRange.x) / 2 + m_RegionNumberRange.x;
            if (m_ReginNumber == n && m_ReginTotalNumber == m_RegionNumberRange.y - 1)
            {
                bool         isTrap   = UnityEngine.Random.Range(0, 2) == 0 ? true : false;
                string       trapName = m_CurPlatformInfo.OtherTrapPlatfromNames[UnityEngine.Random.Range(0, m_CurPlatformInfo.OtherTrapPlatfromNames.Count)];
                PlatfromType tempType = PlatfromType.HideTrap;
                Platform     t        = null;
                if (isTrap)
                {
                    if (m_ReginLeftDir)
                    {
                        t = CreateRightPlatform(trapName, m_LastPlatform, m_CurPlatformInfo,
                                                platfromType: PlatfromType.OtherTrap);
                    }
                    else
                    {
                        t = CreateLeftPlatform(trapName, m_LastPlatform, m_CurPlatformInfo, platfromType: PlatfromType.OtherTrap);
                    }
                }
                else
                {
                    if (m_ReginLeftDir)
                    {
                        //生成空的
                        t = CreateRightPlatform("Hide", m_LastPlatform, m_CurPlatformInfo, isNoramlShow: false,
                                                platfromType: PlatfromType.Hide);
                        //生成
                        t = CreateRightPlatform(trapName, t, m_CurPlatformInfo,
                                                platfromType: PlatfromType.OtherTrap);
                    }
                    else
                    {
                        //生成空的
                        t = CreateLeftPlatform("Hide", m_LastPlatform, m_CurPlatformInfo, isNoramlShow: false,

                                               platfromType: PlatfromType.Hide);
                        //生成
                        t = CreateLeftPlatform(trapName, t, m_CurPlatformInfo,
                                               platfromType: PlatfromType.OtherTrap);
                    }
                }
            }
        }
        //生成正常的平台
        if (m_ReginLeftDir)
        {
            m_LastPlatform = CreateLeftPlatform(m_CurPlatformInfo.NormalPlatfromName, m_LastPlatform, m_CurPlatformInfo);
        }
        else
        {
            m_LastPlatform = CreateRightPlatform(m_CurPlatformInfo.NormalPlatfromName, m_LastPlatform, m_CurPlatformInfo);
        }
    }