/// <summary>
    /// 获取这个AB包下的单个资源
    /// </summary>
    public UnityEngine.Object LoadAsset(string bundleName, string assetName)    // scene1/test.prefab
    {
        // 先看缓存的有没有
        if (resObj.ContainsKey(bundleName))
        {
            AssetResObj   tmpRes  = resObj[bundleName];
            List <Object> objList = tmpRes.GetResObj(assetName);
            if (objList != null)
            {
                return(objList[0]);
            }
        }

        // 缓存的没有,或者缓存里没有我们需要的Object, 就去底层加载一次
        if (!relationDic.ContainsKey(bundleName))
        {
            Debug.LogError("The loadHelper Not ContainsKey :" + bundleName);
            return(null);
        }

        AssetBundleRelation abRela = relationDic[bundleName];
        Object obj = abRela.LoadAsset(assetName);

        AssetObj tmpObj = new AssetObj(obj);

        if (resObj.ContainsKey(bundleName))         // 如果缓存里有这个bundle包,获取value,加到value里去;
        {
            AssetResObj tmpResObj = resObj[bundleName];
            tmpResObj.AddResObj(assetName, tmpObj);
        }
        else         // 缓存里没有这个 bundle包,直接加进去
        {
            AssetResObj assetRes = new AssetResObj(assetName, tmpObj);
            resObj.Add(bundleName, assetRes);
        }

        return(obj);
    }