public void SetBuildAtTargetBuildType(string dir, AssetBundleBuildType buildType)
        {
            var locAppId   = UnityEditorUtility.GetLocAppIdAtSelectDir();
            var appSetting = ProjectInfoDati.GetActualInstance();

            if (locAppId == null)
            {
                Debug.LogError($"目标目录{dir}不是一个应用下的目录!");
                return;
            }

            if (!AssetBundleBuilder.IsLegalAssetBundleDir(dir))
            {
                Debug.LogError($"目标目录{dir}不是一个有效的AssetBundle目录!");
                return;
            }

            var existSetting = BundleDirSettings.Find(s => s.Dir == dir);

            if (existSetting == null)
            {
                existSetting = new AssetBundleBuildSetting
                {
                    BuildType = buildType,
                    Dir       = dir,
                    //LocAppId = Unity3DEditorUtility.GetLocAppIdAtSelectDir()
                };
                BundleDirSettings.Add(existSetting);
                BundleDirSettings = BundleDirSettings.OrderBy(s => s.Dir).ToList();
                Debug.Log($"目录{dir}当前不存在配置数据,已新建配置!");
            }
            else
            {
                existSetting.BuildType = buildType;
                Debug.Log($"目录{dir}已设置为基于{buildType}打包方式!");
            }
        }