/// <summary>
        /// 回收一个资源
        /// </summary>
        protected void DestoryResourceItem(ResourceItem item, bool destoryCache = false)
        {
            if (item == null || item.RefCount > 0)
            {
                return;
            }
            if (!destoryCache)
            {
                m_NoRefrenceAssetMapList.InsertToHead(item);
                return;
            }
            if (!AssetDic.Remove(item.m_Crc))
            {
                return;
            }
            m_NoRefrenceAssetMapList.Remove(item);

            //释放assetbundel引用
            AssetBundleMgr.Instance.ReleaseAsset(item);
            //清空资源对应的对象池
            ObjectPoolMgr.Instance.ClearPoolObject(item.m_Crc);

            if (item.m_Obj != null)
            {
                item.m_Obj = null;
#if UNITY_EDITOR
                Resources.UnloadUnusedAssets();
#endif
            }
        }
    /// <summary>
    /// 清除资源,需要删除的在AssetBundle里卸载,不需要删除的放到NoReferenceAssetMapList
    /// </summary>
    /// <param name="item"></param>
    /// <param name="is_destory"></param>
    protected void DestoryResourceItme(ResourceItem item, bool is_destory = false)
    {
        if (item == null || item.RefCount > 0)
        {
            return;
        }
        if (!is_destory)
        {
            m_NoReferenceAssetMapList.InsertToHead(item);
            return;
        }
        if (!AssetDic.Remove(item.m_Crc))
        {
            return;
        }
        m_NoReferenceAssetMapList.Remove(item);
        //释放assetbundle引用
        AssetBundleManager.Instance.ReleaseAsset(item);
        //清空对象池
        ObjectManager.Instance.CleanObjectPoolByCrc(item.m_Crc);
        if (item.m_Obj != null)
        {
            item.m_Obj = null;
#if UNITY_EDITOR
            //编译器下卸载资源
            Resources.UnloadUnusedAssets();
#endif
        }
    }