public static void BuildDev()
    {
        if (!EditorUtility.DisplayDialog("", "是否开始打包?", "确定", "取消"))
        {
            Debug.Log("取消打包");
            return;
        }

        if (EditorUtility.DisplayDialog("", "是否先设置Assetbundle名字", "确定", "取消"))
        {
            AutoSetAssetBundleName.Init(true);
        }

        EditorUtility.DisplayProgressBar("打包中", "打包中...", 0f);
        string[] outputPathArray = new string[] {
            "assetbundle/sprite/",
            "assetbundle/data/",
            "assetbundle/ui/",
        };

        foreach (string outputPath in outputPathArray)
        {
            if (Directory.Exists(EditorConfig.GetoutputPath() + "/" + outputPath))
            {
                Directory.Delete(outputPath, true);
            }
            Directory.CreateDirectory(outputPath);
        }
        BuildPipeline.BuildAssetBundles(EditorConfig.GetoutputPath(), BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);

        BuildDll();
        EditorUtility.ClearProgressBar();
        AssetDatabase.Refresh();
    }
    //[MenuItem("武当剑工具/资源打包/打包(预制件)", false, 10)]
    public static void BuildPrefab()
    {
        if (EditorUtility.DisplayDialog("", "是否先设置Assetbundle名字", "确定", "取消"))
        {
            AutoSetAssetBundleName.Init();
        }
        EditorUtility.DisplayProgressBar("打包中", "打包中...", 0f);
        string outputPath = EditorConfig.GetoutputPath();

        if (Directory.Exists(outputPath))
        {
            Directory.Delete(outputPath, true);
        }
        Directory.CreateDirectory(outputPath);
        BuildPipeline.BuildAssetBundles(outputPath, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
        EditorUtility.ClearProgressBar();
        AssetDatabase.Refresh();
    }