public void LoadSceneAsync(string bundleName, string sceneName, bool isAddictive, UnityAction <float> onProgressChanged)
        {
            string[]       levelPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(bundleName, sceneName);
            AsyncOperation m_Operation;

            if (isAddictive)
            {
                m_Operation = UnityEditor.EditorApplication.LoadLevelAdditiveAsyncInPlayMode(levelPaths[0]);
            }
            else
            {
                m_Operation = UnityEditor.EditorApplication.LoadLevelAsyncInPlayMode(levelPaths[0]);
            }
            AssetBundleManager.GetInstance().StartCoroutine(SimulationWaitLoadLevel(m_Operation, onProgressChanged));
        }