}//end Load

        /// <summary>
        /// 加载资源
        /// </summary>
        /// <param name="resPath"></param>
        /// <returns></returns>
        public ResLoader LoadFromResource(string resPath, bool loadAll = false)
        {
            ResLoader ret = null;

            if (sMap.TryGetValue(resPath, out ret))
            {
                return(ret);
            }
            else
            {
                ret = ResLoader.Get();
                sMap.Add(resPath, ret);
                ret.ResPath = resPath;
                ret.LoadFromResource();
                if (loadAll)
                {
                    ret.LoadAll();
                }
            }
            return(ret);
        }//end Load
        }//end Load

        /// <summary>
        /// 加载展示模型和对应的特效资源
        /// </summary>
        /// <param name="resPath"></param>
        /// <returns></returns>
        public ResLoader LoadShowHeroResourcesAsync(string resPath, bool loadAll = false)
        {
            ResLoader ret = null;

            if (!resPath.Filled())
            {
                Logger.Log("resPath no Filled");
                return(ret);
            }

            else
            {
#if USE_ASSETBUNDLE
                ret = ResLoader.Get();

                ret.ResPath        = resPath;
                ret.bIsShowHeroRes = true; //需要设置这个标志,表示是展示英雄(选角)的资源
                if (File.Exists(ret.RealPath))
                {
                    ret.LoadFromBundleForHero();
                }
                else
                {
                    Logger.Log("LoadFromResource:" + resPath);
                    ret.LoadFromResourceAsync();
                    if (loadAll)
                    {
                        ret.LoadAll();
                    }
                }
#else
                //ret = LoadFromResourceForShowHeroAsync(resPath, loadAll);
#endif
            }
            return(ret);
        }//end Load