// 打包自己指定资源
    public static void BuildCustomAssetBundles()
    {
        // Choose the output path according to the build target.
        string outputPath = ExportUtil.getStreamingDataPath("");

        if (!Directory.Exists(outputPath))
        {
            Directory.CreateDirectory(outputPath);
        }

        AssetBundleParam param = new AssetBundleParam();

        param.m_buildList = new AssetBundleBuild[1];
        param.m_buildList[0].assetBundleName    = "TestExportPrefab";
        param.m_buildList[0].assetBundleVariant = UtilApi.UNITY3D;
        param.m_buildList[0].assetNames         = new string[1];
        param.m_buildList[0].assetNames[0]      = "Assets/TestAssets/TestPrefab.prefab"; // 这个目录一定要是 Assets 下面写,并且加上扩展名字
        param.m_pathName           = outputPath;
        param.m_assetBundleOptions = 0;
        param.m_targetPlatform     = EditorUserBuildSettings.activeBuildTarget;
        ExportUtil.BuildAssetBundle(param);

        // 打包成 unity3d 后文件名字会变成小写,这里修改一下
        UtilPath.modifyFileNameToCapital(outputPath, "TestExportPrefab");
    }
        // 遍历一个文件的时候处理
        public void handleFile(string fullFileName, string name)
        {
            fullFileName = UtilPath.normalPath(fullFileName);
            if (m_ignoreExtList.IndexOf(UtilPath.getFileExt(fullFileName)) == -1)
            {
                string fineNameNoExt = UtilPath.getFileNameNoExt(fullFileName);
                string assetPath     = fullFileName.Substring(fullFileName.IndexOf(ExportUtil.ASSETS));
                string destPath      = "";

                if (m_unity3dExtNameList.IndexOf(UtilPath.getFileExt(fullFileName)) != -1)
                {
                    if (fullFileName.LastIndexOf('/') != m_srcFullPath.Length)
                    {
                        destPath = fullFileName.Substring(m_srcFullPath.Length + 1, fullFileName.LastIndexOf('/') - (m_srcFullPath.Length + 1));
                    }
                    if (!string.IsNullOrEmpty(m_destRoot))
                    {
                        destPath = Path.Combine(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, m_destRoot);
                        destPath = Path.Combine(destPath, destPath);
                    }
                    else
                    {
                        destPath = Path.Combine(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, destPath);
                    }

                    AssetBundleParam bundleParam = new AssetBundleParam();
#if UNITY_5
                    bundleParam.m_buildList = new AssetBundleBuild[1];
                    bundleParam.m_buildList[0].assetBundleName    = fineNameNoExt;
                    bundleParam.m_buildList[0].assetBundleVariant = UtilApi.UNITY3D;
                    bundleParam.m_buildList[0].assetNames         = new string[1];
                    bundleParam.m_buildList[0].assetNames[0]      = assetPath;
                    bundleParam.m_targetPlatform = ResExportSys.m_instance.m_targetPlatform;
                    bundleParam.m_pathName       = destPath;
#elif UNITY_4_6 || UNITY_4_5
                    bundleParam.m_assets = objList.ToArray();
                    pathList.Clear();
                    pathList.Add(m_skelMeshParam.m_outPath);
                    pathList.Add(skelNoExt + ".unity3d");
                    bundleParam.m_pathName = ExportUtil.getStreamingDataPath(ExportUtil.combine(pathList.ToArray()));
#endif
                    ExportUtil.BuildAssetBundle(bundleParam);
                    // 打包成 unity3d 后文件名字会变成小写,这里修改一下
                    UtilPath.modifyFileNameToCapital(destPath, fineNameNoExt);
                }
                else        // 直接拷贝过去
                {
                    if (fullFileName.LastIndexOf('/') != m_srcFullPath.Length)
                    {
                        destPath = fullFileName.Substring(m_srcFullPath.Length + 1, fullFileName.Length - (m_srcFullPath.Length + 1));
                    }
                    if (!string.IsNullOrEmpty(m_destRoot))
                    {
                        destPath = Path.Combine(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, m_destRoot);
                        destPath = Path.Combine(destPath, destPath);
                    }
                    else
                    {
                        destPath = Path.Combine(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, destPath);
                        File.Copy(fullFileName, destPath);
                    }
                }

                addResListItem(fullFileName, destPath);
            }
        }