void OnFlow_OnBuildingEXE(bool isDebug, bool is64bit)
    {
        ReleaseBuildingEXECommand();

        if (isDebug)
        {
            EditorLog.StartLog("BuildProjectLog", EditorLog.LogLevel.ERROR);
            //备份文件
            CopyFileHelper(GetClient_GamePathRoot() + ResDetailFileName, GetBuildFlowFloderPathRoot() + ResDetailFileName);

            //告知流程--告知崩溃,如果没有崩溃,后面会删除
            CreateFileHelper(GetBuildProjectCarshFlagsPath());

            OnBuildProjectStart();

            BuildProject_Impl(isDebug, is64bit);

            if (EditorLog.isHaveFatleErrorLog)
            {
                OnBuildProjectFaild();
                EditorLog.EndLog();
                if (!File.Exists(GetRunFromOutSideProgramPath()))
                {
                    EditorUtility.DisplayDialog("致命错误", "!!!!!!Debug版本有致命错误,不能进行后续操作!!!!!!稍后会打开对应的日志路径,请将:" + EditorLog.LogPath + "发给程序.", "确定");
                    System.Diagnostics.Process.Start(Path.GetDirectoryName(EditorLog.LogPath));
                }
                OnFlow_BuildingExeFailed(isDebug, is64bit);
            }
            else if (EditorLog.isHaveErroLog)
            {
                OnBuildProjectFaild();
                EditorLog.EndLog();
                if (!File.Exists(GetRunFromOutSideProgramPath()))
                {
                    EditorUtility.DisplayDialog("发布错误", "Debug版本发布错误,稍后会打开对应的日志路径,请将:" + EditorLog.LogPath + "发给程序.", "确定");
                    System.Diagnostics.Process.Start(Path.GetDirectoryName(EditorLog.LogPath));
                }
                OnFlow_BuildingExeFailed(isDebug, is64bit);
            }
            else
            {
                OnBuildProjectSuccess();
                OnFlow_BuildingExeSuccess(isDebug, is64bit);
                EditorLog.LogInfo("工程发布成功!!!!!!!!!!!!!!!!", true);
            }
            EditorLog.EndLog();
        }
        else
        {
            EditorLog.StartLog("BuildProjectLog", EditorLog.LogLevel.ERROR);
            OnBuildProjectStart();
            CopyFileHelper(GetClient_GamePathRoot() + ResDetailFileName, GetBuildFlowFloderPathRoot() + ResDetailFileName);

            BuildProject_Impl(isDebug, is64bit);

            if (EditorLog.isHaveFatleErrorLog)
            {
                OnBuildProjectFaild();

                EditorLog.EndLog();
                if (!File.Exists(GetRunFromOutSideProgramPath()))
                {
                    EditorUtility.DisplayDialog("致命错误", "!!!Release版本有致命错误,不能进行后续操作!!!稍后会打开对应的日志路径,请将:" + EditorLog.LogPath + "发给程序.", "确定");
                    System.Diagnostics.Process.Start(Path.GetDirectoryName(EditorLog.LogPath));
                }
                OnFlow_BuildingExeFailed(isDebug, is64bit);
            }
            else if (EditorLog.isHaveErroLog)
            {
                OnBuildProjectFaild();

                EditorLog.EndLog();
                if (!File.Exists(GetRunFromOutSideProgramPath()))
                {
                    EditorUtility.DisplayDialog("发布错误", "Release版本发布错误,稍后会打开对应的日志路径,请将:" + EditorLog.LogPath + "发给程序.", "确定");
                    System.Diagnostics.Process.Start(Path.GetDirectoryName(EditorLog.LogPath));
                }
                OnFlow_BuildingExeFailed(isDebug, is64bit);
            }
            else
            {
                OnBuildProjectSuccess();

                OnFlow_BuildingExeSuccess(isDebug, is64bit);
                EditorLog.LogInfo("工程发布成功!!!!!!!!!!!!!!!!", true);
            }
            EditorLog.EndLog();
        }
    }
    /// <summary>
    /// 打包流程
    /// </summary>
    void OnFlow_PackingAssetPackage(bool is64bit)
    {
        /*
         * 1.开始流程要创建文件,需要备份资源文件列表
         */

        ReleasePackignAssetPackageCommand();

        //备份资源列表文件
        CopyFileHelper(GetEditorAssetPackagePatchRoot() + AssetBundleManager.AssetPackageListPatch, GetBuildFlowPackageListPath());

        //告知流程--告知崩溃,如果没有崩溃,后面会删除
        CreateFileHelper(GetBuildFlowPackingAssetPackageCarshFlagsPath());

        EditorLog.StartLog("BuildPacakgeLog", EditorLog.LogLevel.ERROR);
        OnBuildFullPackageStart();


        BuildFullPackage_Impl(is64bit);

        if (EditorLog.isHaveFatleErrorLog)
        {
            //打包失败
            OnBuildFullPackageFaild();

            //告知流程--资源发布失败
            CreateFileHelper(GetBuildFlowPackingAssetPackageFaildPath());
            //告知流程--资源发布没有崩溃
            DeleteFileHelper(GetBuildFlowPackingAssetPackageCarshFlagsPath());

            EditorLog.EndLog();
            if (!File.Exists(GetRunFromOutSideProgramPath()))
            {
                EditorUtility.DisplayDialog("致命错误", "!!!!资源有致命错误,不可进行后续从左!!!!稍后会打开对应的日志路径,请将:" + EditorLog.LogPath + "发给程序.", "确定");
                System.Diagnostics.Process.Start(Path.GetDirectoryName(EditorLog.LogPath));
            }
        }
        else if (EditorLog.isHaveErroLog)
        {
            //打包失败
            OnBuildFullPackageFaild();

            //告知流程--资源发布失败
            CreateFileHelper(GetBuildFlowPackingAssetPackageFaildPath());
            //告知流程--资源发布没有崩溃
            DeleteFileHelper(GetBuildFlowPackingAssetPackageCarshFlagsPath());

            EditorLog.EndLog();
            if (!File.Exists(GetRunFromOutSideProgramPath()))
            {
                EditorUtility.DisplayDialog("资源错误", "资源打包错误,稍后会打开对应的日志路径,请将:" + EditorLog.LogPath + "发给程序.", "确定");
                System.Diagnostics.Process.Start(Path.GetDirectoryName(EditorLog.LogPath));
            }
        }
        else
        {
            //打包成功
            OnBuildFullPackageSuccess();
            //告知流程--资源发布成功
            CreateFileHelper(GetBuildFlowPackingAssetPackageSuccessdPath());
            //告知流程--资源发布没有崩溃
            DeleteFileHelper(GetBuildFlowPackingAssetPackageCarshFlagsPath());
        }

        if (NeedToExitEditor)
        {
            EditorApplication.Exit(0);
        }
    }