private void DrawPrefabElement(Rect rect, int index, bool isActive, bool isFocused)
        {
            var btnRect   = new Rect(rect.x, rect.y, rect.width - 60, EditorGUIUtility.singleLineHeight);
            var titleRect = new Rect(rect.x + btnRect.width * 0.5f, rect.y, btnRect.width * 0.5f, btnRect.height);

            var obj        = prefabsProp.GetArrayElementAtIndex(index);
            var instenceID = GetInstenceID(obj.objectReferenceValue);
            var objName    = obj.objectReferenceValue == null ? "" : obj.objectReferenceValue.name;

            if (GUI.Button(btnRect, objName, EditorStyles.toolbarDropDown))
            {
                if (obj.objectReferenceValue != null)
                {
                    if (instenceID == 0 || EditorUtility.InstanceIDToObject(instenceID) == null)
                    {
                        ActionEditorUtility.LoadPrefab(obj.objectReferenceValue as GameObject, ref instenceID);
                    }
                    else
                    {
                        ActionEditorUtility.SavePrefab(ref instenceID);
                    }
                }
                SaveInstenceID(obj.objectReferenceValue, instenceID);
            }
            if (instenceID != 0)
            {
                EditorGUI.LabelField(titleRect, instenceID.ToString());
            }

            var objRect = new Rect(rect.x + btnRect.width, rect.y, 60, btnRect.height);

            obj.objectReferenceValue = EditorGUI.ObjectField(objRect, obj.objectReferenceValue, typeof(GameObject), false);
        }
        private void DrawPrefabsHeader(Rect rect)
        {
            var titleRect = new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight);

            EditorGUI.LabelField(titleRect, "预制体列表");
            var createAllRect = new Rect(rect.x + rect.width - 3 * btnWidth, rect.y, btnWidth, EditorGUIUtility.singleLineHeight);

            if (GUI.Button(createAllRect, "clear"))
            {
                var confer = EditorUtility.DisplayDialog("温馨提示", "如需清除所有记录的预制体,请按确认", "确认");
                if (confer)
                {
                    prefabsProp.ClearArray();
                }
            }
            createAllRect.x += btnWidth;
            if (GUI.Button(createAllRect, "open"))
            {
                for (int i = 0; i < prefabsProp.arraySize; i++)
                {
                    var obj = prefabsProp.GetArrayElementAtIndex(i);
                    if (obj.objectReferenceValue != null)
                    {
                        var instenceID = GetInstenceID(obj.objectReferenceValue);
                        ActionEditorUtility.LoadPrefab(obj.objectReferenceValue as GameObject, ref instenceID);
                        SaveInstenceID(obj.objectReferenceValue, instenceID);
                    }
                }
            }
            createAllRect.x += btnWidth;
            if (GUI.Button(createAllRect, "save"))
            {
                for (int i = 0; i < prefabsProp.arraySize; i++)
                {
                    var obj = prefabsProp.GetArrayElementAtIndex(i);
                    if (obj.objectReferenceValue != null)
                    {
                        var instenceID = GetInstenceID(obj.objectReferenceValue);
                        ActionEditorUtility.SavePrefab(ref instenceID);
                        SaveInstenceID(obj.objectReferenceValue, instenceID);
                    }
                }
            }
        }