/// <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);
        }