/// <summary>
        /// 切换质量回调
        /// </summary>
        /// <param name="_obj"></param>
        private void EventPerformanceSwith(object _obj)
        {
            devicePerformance = (HKCommonDefine.DevicePerformance)(int) _obj;

            if (null != sceneRootNode)
            {
                sceneRootNode.SwithPerfromance(devicePerformance);
            }
        }
        /// <summary>
        /// 构造函数
        /// </summary>
        /// <param name="_sceneName"></param>
        /// <param name="_serializedInfo"></param>
        public SceneStaticItemLoader(string _sceneName, SceneSerializedInfo _serializedInfo)
        {
            sceneName            = _sceneName;
            serializedInfoConfig = _serializedInfo;
            devicePerformance    = (HKCommonDefine.DevicePerformance)ConfigSystemFacade.Instance.Get(HKCommonDefine.KEY_PERFORMANCE_LEVEL, (int)HKCommonDefine.DevicePerformance.MIDDLE);
#if UNITY_EDITOR
            // editor下默认最高品质
            devicePerformance = HKCommonDefine.DevicePerformance.HIGHT;
#endif


            // 创建父节点
            sceneRootNode = new SceneRootNode(_sceneName);

            // 切换质量设置
            AppEvent.OnEvent(HKCommonDefine.EVENT_PERFORMANCE_SWITH, EventPerformanceSwith);
        }
        public void SwithPerfromance(HKCommonDefine.DevicePerformance _devicePerformance)
        {
            switch (_devicePerformance)
            {
            case HKCommonDefine.DevicePerformance.HIGHT:
                staticItemNode.gameObject.SetActive(true);
                transparentNode.gameObject.SetActive(true);
                fxNode.gameObject.SetActive(true);
                break;

            case HKCommonDefine.DevicePerformance.MIDDLE:
                staticItemNode.gameObject.SetActive(true);
                transparentNode.gameObject.SetActive(true);
                fxNode.gameObject.SetActive(false);
                break;

            case HKCommonDefine.DevicePerformance.LOW:
                staticItemNode.gameObject.SetActive(true);
                transparentNode.gameObject.SetActive(false);
                fxNode.gameObject.SetActive(false);
                break;
            }
        }