public static void GetAllSprite()
    {
        SpriteData data = new SpriteData();
        var        o    = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets);
        var        g    = Selection.assetGUIDs;

        for (int i = 0; i < o.Length; i++)
        {
            var p  = AssetDatabase.GetAssetPath(o[i]);
            var sp = AssetDatabase.LoadAllAssetsAtPath(p);
            if (sp != null)
            {
                if (sp.Length > 0)
                {
                    for (int j = 0; j < sp.Length; j++)
                    {
                        data.AddSprite(sp[j] as Sprite);
                    }
                }
            }
        }

        string path = Application.dataPath + "/AssetsBundle/SpriteInfo.bytes";

        data.Save("spriteInfo", path);
        data.Clear();
        Debug.Log("create done : " + path);
    }