/// <summary>
 /// 设置<seealso cref="Ped"/>为任务玩家
 /// </summary>
 /// <param name="ped"></param>
 public static void SetAsFighter(this Ped ped)
 {
     MissionRelationship.SetPedAsFighter(ped);
 }
 /// <summary>
 /// 设置<seealso cref="Ped"/>为任务敌人
 /// </summary>
 /// <param name="ped"></param>
 /// <param name="isOnlyDamagedByFighterGroup">是否仅玩家可以对其造成伤害</param>
 public static void SetAsEnemy(this Ped ped, bool isOnlyDamagedByFighterGroup)
 {
     MissionRelationship.SetPedAsEnemy(ped, isOnlyDamagedByFighterGroup);
 }
 /// <summary>
 /// 设置<seealso cref="Ped"/>为任务队友
 /// </summary>
 /// <param name="ped"></param>
 public static void SetAsAlliance(this Ped ped)
 {
     MissionRelationship.SetPedAsAlliance(ped);
 }
 /// <summary>
 /// 设置<seealso cref="Ped"/>组别为<seealso cref="RelationshipBaseGroup"/>
 /// </summary>
 /// <param name="ped"></param>
 /// <param name="relationshipGroup"></param>
 public static void SetRelationshipGroup(this Ped ped, RelationshipBaseGroup relationshipBaseGroup)
 {
     MissionRelationship.SetPedRelaionshipGroup(ped, (int)relationshipBaseGroup);
 }