/// <summary>
 /// 添加请求
 /// </summary>
 /// <param name="_request">请求</param>
 public void Request(IAssetBundleRequestInMemory _request)
 {
     mQueueRequest.Enqueue(_request);
     if (!mAssetBundleResultMonoBehaviour.ContainsKey(_request.input.uniqueId))
     {
         GameObject go = new GameObject(_request.input.config.fileName);
         go.hideFlags = gameObject.hideFlags;
         go.transform.SetParent(gameObject.transform);
         AssetBundleOutputMonoBehaviour mono = go.AddDynamicComponent <AssetBundleOutputMonoBehaviour>();
         mono.SetParameter(fileParameter);
         mAssetBundleResultMonoBehaviour.Add(_request.input.uniqueId, mono);
     }
 }
 /// <summary>
 /// 执行请求队列
 /// </summary>
 void OnExecuteQueueRequest()
 {
     if (mLoadState == enLoadState.Ready)
     {
         if (!mIsExecuteQueue)
         {
             mIsExecuteQueue = true;
             while (mQueueRequest.Count > 0)
             {
                 IAssetBundleRequestInMemory req    = mQueueRequest.Dequeue();
                 AssetBundleOutput           output = new AssetBundleOutput(req.input);
                 output.OnInstantiate += Output_OnInstantiate;
                 req.outputEvent?.Invoke(output);
             }
             mIsExecuteQueue = false;
         }
     }
 }