/// <summary>
        /// 加载场景
        /// TODO 这里没有再进行加载队列个数的判定,所以可能会超过最大加载数的限制
        /// </summary>
        /// <returns>The level async.</returns>
        /// <param name="assetBundleName">Asset bundle name.</param>
        /// <param name="levelName">Level name.</param>
        /// <param name="isAdditive">If set to <c>true</c> is additive.</param>
        public AssetBundleOperation LoadSceneAsync(string scopeName, string assetBundleName, string levelName, bool isAdditive, Action <string> callBack, string variants = "")
        {
            AssetBundleOperation operation = null;

            #if UNITY_EDITOR
            if (SimulateAssetBundleInEditor)
            {
                assetBundleName = this.GetVariants(assetBundleName, variants);
                // 存储到字典中
                if (dictScope.ContainsKey(scopeName) == false)
                {
                    dictScope.Add(scopeName, new List <string>());
                }
                dictScope[scopeName].Add(assetBundleName);

                operation = new AssetBundleLoadSceneSimulationOperation(assetBundleName, levelName, isAdditive, callBack);

                if (callBack != null)
                {
                    StartCoroutine(operation);
                }
            }
            else
            #endif
            {
                // 回调函数的基础
                Action <string, string, Action <string> > baseCallBack = (string ScopeName, string AssetBundleName, Action <string> CallBack) => {
                    // 存储到字典中
                    if (dictScope.ContainsKey(ScopeName) == false)
                    {
                        dictScope.Add(ScopeName, new List <string>());
                    }
                    dictScope[ScopeName].Add(AssetBundleName);
                    if (CallBack != null)
                    {
                        CallBack(AssetBundleName);
                    }
                };

                this.LoadAssetBundle(scopeName, assetBundleName, variants);
                string variantsName = this.GetVariants(assetBundleName, variants);
                operation = new AssetBundleLoadSceneOperation(scopeName, variantsName, levelName, isAdditive, callBack, baseCallBack);

                this.inProgressOperations.Add(operation);

                if (callBack != null)
                {
                    StartCoroutine(operation);
                }
            }

            return(operation);
        }
        void Update()
        {
            #if UNITY_EDITOR
            if (SimulateAssetBundleInEditor)
            {
                return;
            }
            #endif

            if (dicLoadings == null || dicLoadings.Count == 0)
            {
                return;
            }
            // Collect all the finished WWWs.
            List <string> keysToRemove = new List <string>();
            foreach (var keyValue in this.dicLoadings)
            {
                AssetBundleCreateRequest request = keyValue.Value;

                // isDone也有可能在系统错误的时候返回
                if (request.isDone)
                {
                    AssetBundle bundle = request.assetBundle;
                    if (bundle == null)
                    {
                        Debug.LogError(string.Format("Failed load bundle {0} : bundle is null", keyValue.Key));
                        keysToRemove.Add(keyValue.Key);

                        if (this.abRefCntLoadingDic.ContainsKey(keyValue.Key))
                        {
                            this.abRefCntLoadingDic[keyValue.Key]--;
                            if (this.abRefCntLoadingDic[keyValue.Key] == 0)
                            {
                                this.abRefCntLoadingDic.Remove(keyValue.Key);
                            }
                        }

                        continue;
                    }

                    int rCount = 1;
                    if (this.abRefCntLoadingDic.ContainsKey(keyValue.Key))
                    {
                        rCount = this.abRefCntLoadingDic[keyValue.Key];
                        this.abRefCntLoadingDic.Remove(keyValue.Key);
                    }

                    AssetBundleRef abr = new AssetBundleRef(keyValue.Key, bundle);
                    abr.m_ReferencedCount = rCount;
                    dictAssetBundleRefs.Add(keyValue.Key, abr);
                    keysToRemove.Add(keyValue.Key);
                }
            }

            // Remove the finished WWWs.
            foreach (var key in keysToRemove)
            {
                AssetBundleCreateRequest request = this.dicLoadings[key];
                this.dicLoadings.Remove(key);
                request = null;
            }

            // Update all in progress operations
            for (int i = 0; i < inProgressOperations.Count;)
            {
                AssetBundleOperation operation = inProgressOperations[i];
                if (!operation.Update())
                {
                    inProgressOperations.RemoveAt(i);
                }
                else
                {
                    i++;
                }
            }

            // 可以继续加载
            while (this.downList.Count > 0 && (this.dicLoadings.Count <= this._maxSize))
            {
                LoadTask task = this.downList[0];
                this.LoadAssetAsync(task.scope, task.name, task.variants, task.callBack, task.baseCallBack);

                this.downList.RemoveAt(0);
            }
        }