static void ConvertMesh(string src, string dstFolder)
        {
            GameObject go = AssetDatabase.LoadAssetAtPath <GameObject> (src);

            if (go != null)
            {
                // 输出骨架
                ByteBuffer bfSkeleton = SkeletonSaver.Save(go);
                FileSaver.Save(bfSkeleton, Context.Skeletons, dstFolder + "/skeleton.doub");

                // 输出网格
                SkinnedMeshRenderer[] smrs = go.GetComponentsInChildren <SkinnedMeshRenderer> ();
                for (int i = 0; i < smrs.Length; i++)
                {
                    string nameMesh = System.IO.Path.GetFileNameWithoutExtension(src);
                    if (smrs.Length > 1)
                    {
                        nameMesh = smrs[i].sharedMesh.name + "@" + nameMesh;
                    }

                    ByteBuffer bfMesh = MeshSaver.Save(smrs[i].sharedMesh, smrs[i].bones);
                    FileSaver.Save(bfMesh, Context.Mesh, dstFolder + "/" + nameMesh + ".doub");

                    for (int j = 0; j < smrs[i].sharedMaterials.Length; j++)
                    {
                        ByteBuffer bfMaterial = MaterialSaver.Save(smrs[i].sharedMaterials[j]);
                        FileSaver.Save(bfMaterial, Context.Material, dstFolder + "/" + smrs[i].sharedMaterials[j].name + ".doub");
                    }
                }
            }
            else
            {
                UnityEngine.Debug.LogError("资源装载失败:" + src);
            }
        }
        public void Init()
        {
            ab = TestData.LoadBundle("skeletontest.bundle");
            go = TestData.LoadFirstAsset <GameObject>(ab);
            Assert.IsNotNull(go);

            ByteBuffer result = SkeletonSaver.Save(go);

            skeletons = Schema.Skeletons.GetRootAsSkeletons(result);
        }