/// <summary>
    ///  读取内存中的存档值
    /// </summary>
    /// <typeparam name="T1">赋值操作对象类型。</typeparam>
    /// <typeparam name="T2">你希望保存组件对象类型
    /// 请务必保证该类型中的泛型,是你希望保存组件对象类型</typeparam>
    /// <param name="gameObject">gameObject</param>
    /// <param name="sceneName">场景名,不填为当前场景</param>
    /// <returns></returns>
    public static bool LoadComponent <T1, T2>(this GameObject gameObject, string sceneName = "")
        where T1 : ISave <T2>
        where T2 : UnityEngine.Component
    {
        if (gameObject.CheckEmpty())
        {
            return(false);
        }
        T2 component = gameObject.GetComponent <T2>();

        if (component.CheckEmpty())
        {
            return(false);
        }

        SaveObject saveObject = GameSaveUtility.GetSaveObjectData(gameObject.name, sceneName);
        SetValue   setValue   = GameSaveUtility.GetComponentSetValue <T1, T2>(gameObject, saveObject);

        if (null == setValue)
        {
            return(false);
        }
        bool result = gameSaveSystem.Load <T1, T2>(component, setValue);

        return(result);
    }