//TODO 迷雾目标一般是玩家,这个设定未能在编辑器中设置
        IEnumerator corFogCover(DramaSection script)
        {
            BKTools.FogCover(script.to_grid_id, script.v_int, GameRule.ePlayerIndex);
            yield return(new WaitForSeconds(1f));

            analya_finish = true;
            yield return(null);
        }
 IEnumerator corHideArea(DramaSection section)
 {
     //开放活动区域
     foreach (var item in Main.Inst.lv_ctrl.map_data.list_area_grid[section.area_id].list)
     {
         //驱散迷雾
         BKTools.FogCover(item, 0, GameRule.ePlayerIndex);
         //记录已探索
         if (Main.Inst.lv_ctrl.AreaExplored.Contains(item))
         {
             Main.Inst.lv_ctrl.AreaExplored.Remove(item);
         }
     }
     analya_finish = true;
     yield return(null);
 }
        IEnumerator corExploreContinue(DramaSection section)
        {
            Main.Inst.addDancer(KEYExCont);
            // 展示战斗成果
            Main.Inst.panBattleSummary.Show();
            yield return(new WaitUntil(BKTools.ISCWithArgu(KEYExCont)));

            //开放活动区域 TODO 关闭战斗区域特效
            foreach (var item in Main.Inst.lv_ctrl.AreaBattle)
            {
                //驱散迷雾
                BKTools.FogCover(item, 1, GameRule.ePlayerIndex);
            }
            //恢复探索区域
            yield return(new WaitUntil(BKTools.ISCWithArgu(KEYExCont)));

            //清理战斗人员
            foreach (var chess in Main.Inst.dic_chess)
            {
                chess.Value.container.removeChess();
                chess.Value.gameObject.SetActive(false);
            }
            // 召回探索骑士
            Main.Inst.moving_chess   = Main.Inst.now_turnphase.setChess(1001, ePlayer.Player1, Main.Inst.chess_grids[Main.Inst.lv_ctrl.ExplorePos], section.my_argu_AI_ID, false, GameRule.PlayerChessEventID, 0);
            Main.Inst.b_moving_chess = true;
            //开放活动区域
            foreach (var item in Main.Inst.lv_ctrl.AreaExplored)
            {
                //驱散迷雾
                BKTools.FogLift(item, 1, GameRule.Default_PvE_Fog_Lift_Range, GameRule.ePlayerIndex);
            }
            yield return(new WaitUntil(BKTools.ISCWithArgu(KEYExCont)));

            // 切换阶段 —— 被清理后自动接上探索
            if (Main.Inst.now_turnphase.nextPhaseDefault.gameObject.scene.name != null)
            {
                Destroy(Main.Inst.now_turnphase.nextPhaseDefault.gameObject);
            }
            Main.Inst.now_turnphase.nextPhaseDefault = Main.Inst.explore_phase;
            analya_finish = true;
            Main.Inst.redDancer(KEYExCont);
        }
        IEnumerator corBattleStart(DramaSection section)
        {
            Main.Inst.addDancer(KEY_corBattleStart);
            Main.Inst.lv_ctrl.now_turn = 0;   // 重新计算回合数
            //存储探索进度
            Main.Inst.lv_ctrl.ExplorePos = Main.Inst.moving_chess.container.number;
            // 遮盖已开放区域
            foreach (var item in Main.Inst.lv_ctrl.AreaExplored)
            {
                BKTools.FogCover(item, 1, GameRule.ePlayerIndex);
            }
            yield return(new WaitUntil(BKTools.ISCWithArgu(KEY_corBattleStart)));

            //隐藏探索骑士
            //Main.Inst.moving_chess.container.removeChess();
            //Main.Inst.moving_chess.gameObject.SetActive(false);
            // 开放战斗区域
            foreach (var item in Main.Inst.lv_ctrl.map_data.list_area_grid[section.area_id].list)
            {
                Main.Inst.lv_ctrl.AreaBattle.Add(item);
                BKTools.FogLift(item, 1, GameRule.Default_PvE_Fog_Lift_Range, GameRule.ePlayerIndex);
            }
            // 召唤玩家默认阵容
            //TODO 从牌组设置读取
            Main.Inst.moving_chess.container.removeChess();
            Main.Inst.chess_grids[section.to_grid_id].appendChess(Main.Inst.moving_chess);
            //setChessPlayer(1001, ePlayer.Player1, Main.Inst.chess_grids[section.to_grid_id]);
            Debug.Log("草拟吗,到底能不能玩断点啦!");
            // 切换阶段 (不能使用插入,不然会使得当前不止一个阶段对象响应事件——已经造成过召唤剧情成功生成未执行时被认为已经被杀光的错误
            AppendPhase(Instantiate(BKTools.LoadAsset <GameObject>(eResBundle.Prefabs, PrefabPath.PlayerDrawPhase), Main.Inst.NodePhaseControler.transform).GetComponent <TurnPhase>());
            Main.Inst.redDancer(KEY_corBattleStart);
            //召唤怪物阵容 - 由原来的事件机制完成


            //设置镜头跟踪方式
            Camera.main.GetComponent <ExBaCamera>().SetFollowTarget(section.area_id);
            analya_finish = true;
        }