private void HandleJsonForTrigger()
 {
     for (int i = 0; i < components.Count; i++)
     {
         if (components[i].name == "Trigger--D[0]")
         {
             Type t = components[i].GetType();
             BundleEventTrigger type = (BundleEventTrigger)components[i].gameObject.GetComponent(t);
             type.triggers = GetJsonForTrigger("Trigger--D[0]");
         }
     }
 }
    /// <summary>
    /// 生成prefab物体上所有BundleEventTrigger组件对应的配置信息
    /// 保存到一个json文件一起打入Bundle
    /// </summary>
    private void GenerateBundleTriggerSummary()
    {
        //获取所有BundleEventTrigger组件
        BundleEventTriggerDesigner[] bundleEventTriggers = prefabs.GetComponentsInChildren <BundleEventTriggerDesigner>();
        allTriggerToDesingerConfig.allJson = new List <triggerToDesingerJson>();
        //给持续数据赋值以及修改物体标号
        for (int i = 0; i < bundleEventTriggers.Length; i++)
        {
            //标记设计师
            GameObject desingerObj = bundleEventTriggers[i].gameObject;
            desingerObj.name += string.Format("--D[{0}]", i);//Desinger
            EditorUtility.SetDirty(desingerObj);
            triggerToDesingerJson temp = new triggerToDesingerJson();

            //增加触发器
            BundleEventTrigger bet = desingerObj.AddComponent <BundleEventTrigger>();
            //赋值形成可预览的物体
            bet.triggers = bundleEventTriggers[i].bundleEventTriggerInfos;
            //给设计师中所有被操作物体做标记
            if (bundleEventTriggers[i].bundleEventTriggerInfos != null && bundleEventTriggers[i].bundleEventTriggerInfos.Count > 0)
            {
                for (int j = 0; j < bundleEventTriggers[i].bundleEventTriggerInfos.Count; j++)
                {
                    //属于设计师名 + 标号
                    string str = bundleEventTriggers[i].bundleEventTriggerInfos[j].target.name;
                    //如果有重复事件添加在同一个物体上,Desinger只需要标记一次
                    if (str.Contains("--D["))
                    {
                        bundleEventTriggers[i].bundleEventTriggerInfos[j].target.name += string.Format("->{0}[{1}]", bundleEventTriggers[i].bundleEventTriggerInfos[j].method.name, j);
                    }
                    else
                    {
                        bundleEventTriggers[i].bundleEventTriggerInfos[j].target.name += string.Format("{0}->{1}[{2}]", desingerObj.name, bundleEventTriggers[i].bundleEventTriggerInfos[j].method.name, j);
                    }
                }
            }
            //修改完成后记录
            temp.objName = desingerObj.name;
            temp.bundleEventTriggerDesigners = bundleEventTriggers[i].GetJsonInfo();
            //修改后保存
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            allTriggerToDesingerConfig.allJson.Add(temp);
        }
    }