/// <summary>
        /// 异步加载场景
        /// </summary>
        /// <param name="sceneAssetName">要加载场景资源的名称</param>
        /// <param name="priority">加载场景资源的优先级</param>
        /// <param name="loadSceneCallbacks">加载场景回调函数集</param>
        /// <param name="userData">用户自定义数据</param>
        public void LoadScene(string sceneAssetName, int priority, LoadSceneCallbacks loadSceneCallbacks, object userData)
        {
            if (string.IsNullOrEmpty(sceneAssetName))
            {
                Log.Error("[EditorResourceManager.LoadScene] Scene asset name is invalid.");
                return;
            }

            if (!sceneAssetName.StartsWith("Assets/") || !sceneAssetName.EndsWith(".unity"))
            {
                Log.Error("[EditorResourceManager.LoadScene] Scene asset name '{0}' is invalid.", sceneAssetName);
                return;
            }

            if (loadSceneCallbacks == null)
            {
                Log.Error("[EditorResourceManager.LoadScene] Load scene callbacks is invalid.");
                return;
            }

            if (!HasFile(sceneAssetName))
            {
                Log.Error("[EditorResourceManager.LoadScene] Scene '{0}' is not exist.", sceneAssetName);
                return;
            }

#if UNITY_5_5_OR_NEWER
            AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneAssetName, LoadSceneMode.Additive);
#else
            AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(SceneComponent.GetSceneName(sceneAssetName), LoadSceneMode.Additive);
#endif
            if (asyncOperation == null)
            {
                return;
            }

            m_LoadSceneInfos.Add(new LoadSceneInfo(asyncOperation, sceneAssetName, priority, DateTime.Now, loadSceneCallbacks, userData));
        }