         case 1008601:
             print("法术响应——第一个法术")
             self.FightState = "法术目标选择响应_进攻类魔法"
+            self.NowMagicName = "风刃术"
             //单体伤害魔法
             break
         case 1008602:
             print("法术响应——第二个法术")
             self.FightState = "法术目标选择响应_进攻类魔法"
+            self.NowMagicName = "雷击术"
             //单体伤害魔法——附加异常状态
             break
         case 1008603:
             print("法术响应——第三个法术")
             self.FightState = "法术目标选择响应_进攻类魔法"
+            self.NowMagicName = "燎原烈火"
             //群体伤害魔法
             break
         case 1008604:
             print("法术响应——第四个法术")
             self.FightState = "法术目标选择响应_进攻类魔法"
+            self.NowMagicName = "雷霆万钧"
             //群体伤害魔法——附加降低防御
             break
         case 1008605:
             print("法术响应——第五个法术")
             self.FightState = "法术目标选择响应_辅助类魔法"
+            self.NowMagicName = "圣光术"
             //单体治疗魔法
             break
         case 1008606:
             print("法术响应——第六个法术")
             self.FightState = "法术目标选择响应_辅助类魔法"
+            self.NowMagicName = "赐福"
             //属性提升魔法
             break
         default:

        if skill == "治疗术" {
            let a = to.first as UnitNode!
            a?.HealthBar(HealthChanged: -50)
        }
        
        self.FightState = ""

                let node = nodes(at: loc).first
                if node == self.enemy1 || node == self.enemy2 || node == self.enemy3  {
                    print("进攻类魔法选择目标成功，转入魔法伤害攻击结算")
                    let a = node as! UnitNode
                    self.MagicEffectcalculate(from: self.friend1!, to: [a], skill: self.NowMagicName)
                }else{
                    self.FightState = "法术选择响应"
                    self.MagicMenu?.isHidden = false
