/// <summary>
 /// 读取配置
 /// </summary>
 private static void LoadSettingsFromPlayerPrefs(AssetBuilder builder)
 {
     builder.CompressOption          = UtilPlayerPrefs.GetEnum <AssetBuilder.ECompressOption>(StrEditorCompressOption, AssetBuilder.ECompressOption.Uncompressed);
     builder.IsForceRebuild          = UtilPlayerPrefs.GetBool(StrEditorIsForceRebuild, false);
     builder.IsAppendHash            = UtilPlayerPrefs.GetBool(StrEditorIsAppendHash, false);
     builder.IsDisableWriteTypeTree  = UtilPlayerPrefs.GetBool(StrEditorIsDisableWriteTypeTree, false);
     builder.IsIgnoreTypeTreeChanges = UtilPlayerPrefs.GetBool(StrEditorIsIgnoreTypeTreeChanges, false);
 }
 /// <summary>
 /// 存储配置
 /// </summary>
 private static void SaveSettingsToPlayerPrefs(AssetBuilder builder)
 {
     UtilPlayerPrefs.SetEnum <AssetBuilder.ECompressOption>(StrEditorCompressOption, builder.CompressOption);
     UtilPlayerPrefs.SetBool(StrEditorIsForceRebuild, builder.IsForceRebuild);
     UtilPlayerPrefs.SetBool(StrEditorIsAppendHash, builder.IsAppendHash);
     UtilPlayerPrefs.SetBool(StrEditorIsDisableWriteTypeTree, builder.IsDisableWriteTypeTree);
     UtilPlayerPrefs.SetBool(StrEditorIsIgnoreTypeTreeChanges, builder.IsIgnoreTypeTreeChanges);
 }