/// <summary>
        /// 设置目标目录的打包类型
        /// </summary>
        /// <param name="buildType"></param>
        private static void SetTargetDirAtildType(AssetBundleBuildType buildType)
        {
            var projectInfo       = ProjectInfoDati.GetActualInstance();
            var assetbundleEditor = AssetBundleEditorDati.GetActualInstance();

            locAppId = projectInfo.DevelopProjectName;

            if (string.IsNullOrEmpty(locAppId))
            {
                UnityEditorUtility.DisplayError("未设置项目名称");
                return;
            }

            //appHelper = locU3DApp.Helper;

            if (assetbundleEditor == null)
            {
                Debug.LogError($"项目的 AssetBundleSetting 实例未创建 !");
                return;
            }

            var dirs = UnityEditorUtility.GetSelectDirs();

            foreach (var dir in dirs)
            {
                if (!dir.StartsWith(projectInfo.ProjectAssetDatabaseDir))
                {
                    Debug.LogError($"目标目录不是一个有效的AssetBundle打包目录!");
                    return;
                }
                assetbundleEditor.SetBuildAtTargetBuildType(dir, buildType);
                if (buildType == AssetBundleBuildType.BuildAtDirTree) // 清理所有子目录的打包配置
                {
                    var sonDirs = IOUtility.GetAllDir(dir, null, true, false);
                    foreach (var sonDir in sonDirs)
                    {
                        assetbundleEditor.CleanBuildSettingAtDir(sonDir);
                    }
                    Debug.Log($"目录{dir}已设置为目录树打包,其所有子目录的打包配置都已被清空!");
                }
            }
            AssetBundleEditorDati.GetSingleDati().Save();
        }
        private static void CleanSelectDir()
        {
            var dirs      = UnityEditorUtility.GetSelectDirs();
            var targetApp = UnityEditorUtility.TryGetLocProjectInfoAtDir(dirs.First());

            if (targetApp == null)
            {
                UnityEditorUtility.DisplayError($"第一个目录必须是一个应用的允许打包目录!");
                return;
            }

            var assetbundleEditor = AssetBundleEditorDati.GetActualInstance();

            foreach (var dir in dirs)
            {
                //var dirSetting = appAssetBundleSetting.GetDirSetting(dir);
                //List<String> paths = null;
                //paths = dirSetting?.GetFullPathsAtDirTree();
                //assetbundleEditor.CleanBuildSettingAtDir(dir, paths);
            }
            AssetBundleEditorDati.GetSingleDati().Save();
        }