public void GetResources(string sceneName, string bundleName, string resName, bool isSingle, ushort backId)
        {
            if (!ILoadManager.Instance.IsLoadingBundle(sceneName, bundleName))
            {//没有加载
                ILoadManager.Instance.LoadAsset(sceneName, bundleName, LoadProgress);

                string bundleFullName = ILoadManager.Instance.GetBundleReateName(sceneName, bundleName);

                if (bundleFullName != null)
                {
                    NativeResCallBackNode tmpNode = new NativeResCallBackNode(isSingle, sceneName, bundleName, resName, backId, SendToBackMsg, null);

                    CallBack.AddBundle(bundleFullName, tmpNode);
                }
                else
                {
                    Debug.Log("Dont contain bundle ==" + bundleName);
                }
            }
            else if (ILoadManager.Instance.IsLoadingBundleFinish(sceneName, bundleName))
            {//已经加载
                if (isSingle)
                {
                    UnityEngine.Object obj = ILoadManager.Instance.GetSingleResources(sceneName, bundleName, resName);
                    this.ReleaseBackMsg.Changer(backId, obj);
                    SendMsg(ReleaseBackMsg);
                }
                else
                {
                    UnityEngine.Object[] objs = ILoadManager.Instance.GetMutResources(sceneName, bundleName, resName);
                    this.ReleaseBackMsg.Changer(backId, objs);
                    SendMsg(ReleaseBackMsg);
                }
            }
            else
            { //已经加载 但是没有完成
                string bundleFullName = ILoadManager.Instance.GetBundleReateName(sceneName, bundleName);
                if (bundleFullName != null)
                {
                    NativeResCallBackNode tmpNode = new NativeResCallBackNode(isSingle, sceneName, bundleName, resName, backId, SendToBackMsg, null);

                    CallBack.AddBundle(bundleFullName, tmpNode);
                }
                else
                {
                    Debug.Log("Dont contain bundle ==" + bundleName);
                }
            }
        }
    public override void ProcessEvent(MsgBase recMsg)
    {
        switch (recMsg.msgId)
        {
        case (ushort)AssetEvent.HankResource:
        {
            HankAssetResource tmpMsg = (HankAssetResource)recMsg;
#if USE_ASSETBUNDLE
            GetResources(tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName, tmpMsg.isSingle, tmpMsg.backMsgId);
#else
            if (tmpMsg.isSingle)
            {
                UnityEngine.Object         temp            = ResourcesManager.Instance.GetSceneResources(tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName);
                NativeResourceCallBackNode tmpResourceNode = new NativeResourceCallBackNode(tmpMsg.isSingle, tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName, tmpMsg.backMsgId, SendToBackMsg, null);
                CallBack.AddBundle(tmpMsg.bundleName, tmpResourceNode);
                this.ReleaseBack.Changer(tmpMsg.backMsgId, temp);
                SendMsg(ReleaseBack);
            }
            else
            {
                Debug.LogError("Resource.Load 暂时不需要这个功能");
            }
#endif
        }
        break;

        case (ushort)AssetEvent.ReleaseSingleObj:
        {
            HankAssetResource tmpMsg = (HankAssetResource)recMsg;
#if USE_ASSETBUNDLE
            ILoaderManager.Instance.UnLoadResObj(tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName);
#else
            ResourcesManager.Instance.ReleaseSingleSceneObject(tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName);
#endif
        }
        break;

        case (ushort)AssetEvent.ReleaseBundleObj:
        {
            HankAssetResource tmpMsg = (HankAssetResource)recMsg;
#if USE_ASSETBUNDLE
            ILoaderManager.Instance.UnLoadBundleResObj(tmpMsg.scenceName, tmpMsg.bundleName);
#else
            ResourcesManager.Instance.ReleaseSceneTypeObject(tmpMsg.scenceName, tmpMsg.bundleName);
#endif
        }
        break;

        case (ushort)AssetEvent.ReleaseScenceObj:
        {
            HankAssetResource tmpMsg = (HankAssetResource)recMsg;
#if USE_ASSETBUNDLE
            ILoaderManager.Instance.UnLoadAllResObjs(tmpMsg.scenceName);
#else
            ResourcesManager.Instance.ReleaseAllSceneObject(tmpMsg.scenceName);
#endif
        }
        break;

        case (ushort)AssetEvent.ReleaseSingleBundle:
        {
            HankAssetResource tmpMsg = (HankAssetResource)recMsg;
            ILoaderManager.Instance.UnLoadAssetBunle(tmpMsg.scenceName, tmpMsg.bundleName);
        }
        break;

        case (ushort)AssetEvent.ReleaseScenceBundle:
        {
            HankAssetResource tmpMsg = (HankAssetResource)recMsg;
            ILoaderManager.Instance.UnLoadAllAssetBundle(tmpMsg.scenceName);
        }
        break;

        case (ushort)AssetEvent.ReleaseAll:
        {
            HankAssetResource tmpMsg = (HankAssetResource)recMsg;
            ILoaderManager.Instance.UnLoadAllAssetBundleAndObjs(tmpMsg.scenceName);
        }
        break;
        }
    }