// unity editor启动和运行时调用
        static AssetBundleMenuItems()
        {
            // 1、模拟模式下在电脑上模拟手机资源更新过程,如果需要更新最新ab,需要手动构建;如果根本没有ab,则构建一次
            // 2、模拟模式下需要用到streamingAsset,没有资源则拷贝一次,之后总是从本地服务器下载ab到persistentDataPath
            var platformName   = AssetBundleUtility.GetCurPlatformName();
            var outputManifest = Path.Combine(AssetBundleConfig.AssetBundlesBuildOutputPath, platformName);

            outputManifest = Path.Combine(outputManifest, platformName);
            if (!File.Exists(outputManifest))
            {
                AssetBundleBuildScript.BuildAssetBundles();
            }
            var streamingManifest = Path.Combine(Application.streamingAssetsPath, AssetBundleConfig.AssetBundlesFolderName);

            streamingManifest = Path.Combine(streamingManifest, platformName);
            streamingManifest = Path.Combine(streamingManifest, platformName);
            if (!File.Exists(streamingManifest))
            {
                AssetBundleUtility.CopyPlatformAssetBundlesToStreamingAssets();
                AssetDatabase.Refresh();
            }
            LaunchAssetBundleServer.CheckAndDoRunning();
        }
 static public void BuildIOSAssetBundles()
 {
     AssetBundleBuildScript.BuildAssetBundles(BuildTarget.iOS);
 }
 static public void BuildAndoridAssetBundles()
 {
     AssetBundleBuildScript.BuildAssetBundles(BuildTarget.Android);
 }
 static public void BuildStandalonePlayer()
 {
     AssetBundleBuildScript.BuildStandalonePlayer();
 }
 static public void BuildPlayer()
 {
     AssetBundleBuildScript.BuildPlayer();
 }