/// <summary>
 /// 离开状态时调用。
 /// </summary>
 /// <param name="procedureOwner">流程持有者。</param>
 /// <param name="isShutdown">是否是关闭状态机时触发。</param>
 protected internal override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
 {
     base.OnLeave(procedureOwner, isShutdown);
     GameFrameEntry.GetModule <TimeModule>().RemoveLoopTimer(GameTimer);
     touchTrail.TrailDestory();
     touchTrail = null;
     GameFramework.MsgDispatcher.RemoveEventListener(GameFramework.GlobalEventType.ReadyExitGame, ReadyExitGame);
     MsgDispatcher.RemoveEventListener(GameFramework.GlobalEventType.MainPanel_StartGame, MainPanel_StartGame);
 }
        async void GotoScene()
        {
            //await GameFramework.LoadHelper.LoadScene("GameScene");


            await Load();

            touchTrail = new TouchTrail();

            await Await();
        }