/// <summary>
 /// 测试销毁一个场景中的所有资源
 /// </summary>
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.A))
     {
         AssetBundleMgr.GetInstance().DisposeAllAssets(_ScenesName_2);
     }
 }
 /// <summary>
 /// 得到本类实例
 /// </summary>
 /// <returns></returns>
 public static AssetBundleMgr GetInstance()
 {
     if (_Instance == null)
     {
         _Instance = new GameObject("_AssetBundleMgr").AddComponent <AssetBundleMgr>();
     }
     return(_Instance);
 }
        /// <summary>
        /// 所有AB包加载完成
        /// </summary>
        /// <param name="abName">AssetBundle 包名</param>
        void LoadAllAssetBundleComplete(string abName)
        {
            Debug.Log("所有基于AB包的引用与依赖关系包集合,已经全部加载完毕。 abName=" + abName);
            //加载资源
            GameObject tmpGO = (GameObject)AssetBundleMgr.GetInstance().LoadAsset(_ScenesName_2, _AssetBundleName_2, _AssetName_2, true);

            if (tmpGO)
            {
                Instantiate(tmpGO);
            }
        }
        /* 基于事件估算的测试  */
        //IEnumerator Start()
        //{
        //    Debug.Log("开始测试");
        //    //StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePackage("scenes_2", "scenes_2/prefabs_1.ab"));
        //    StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePackage("scenes_1", "Scenes_1/Prefabs_1.ab"));

        //    yield return new WaitForSeconds(2F);
        //    //加载资源
        //    GameObject tmpGO = (GameObject)AssetBundleMgr.GetInstance().LoadAsset("scenes_1", "Scenes_1/Prefabs_1.ab", "GameStart", false);
        //    if (tmpGO)
        //    {
        //        Instantiate(tmpGO);
        //    }
        //}

        /* 基于事件的机制 */
        void Start()
        {
            Debug.Log("基于事件的机制,开始测试");
            StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePackage(_ScenesName_2, _AssetBundleName_2, LoadAllAssetBundleComplete));
        }