/// <summary>
    /// 加载场景
    /// </summary>
    /// <param name="LoadSceneName"></param>
    private void LoadScene(string LoadSceneName)
    {
        //|| LoadSceneName == "MainMenuScene"

        if (LoadSceneName == null || LoadSceneName.Length == 0 || LoadSceneName == "StartScene")
        {
            return;
        }
        //走进度条
        SceneInfoManager.LoadingNextScene(LoadSceneName);
    }
        public virtual bool SetLightmaps()
        {
            EditorBuildSettingsScene CurrentScene = null;

            int EnabledIndex = 0;

            for (int CurrentIndex = 0; CurrentIndex < EditorBuildSettings.scenes.Count(); ++CurrentIndex)
            {
                if (EditorBuildSettings.scenes[CurrentIndex].enabled)
                {
                    if (EnabledIndex == CurrentLevelIndex)
                    {
                        CurrentScene = EditorBuildSettings.scenes[CurrentIndex];
                    }

                    ++EnabledIndex;
                }
            }


            if (CurrentScene != null)
            {
                EditorApplication.OpenScene(CurrentScene.path);

                PendingLevelLoad = CurrentScene.path;
            }

            bool bDone = PendingLevelLoad == "";

            if (EditorApplication.currentScene == PendingLevelLoad)
            {
                SceneInfoManager InfoManagerInst = UnityEngine.Object.FindObjectOfType <SceneInfoManager>();

                if (InfoManagerInst != null)
                {
                    InfoManagerInst.LoadBuildLightmaps();

                    EditorApplication.SaveScene();
                }

                ++CurrentLevelIndex;

                PendingLevelLoad = "";
            }

            return(bDone);
        }