void OnComputeMesh()
 {
     for (int i = 0; i < computeMeshGoList.Count; i++)
     {
         //1.清除原来的数据
         GameObject   go       = computeMeshGoList[i];
         MeshSimplify simplify = go.GetComponent <MeshSimplify>();
         if (go == null || simplify == null)
         {
             continue;
         }
         simplify.RestoreOriginalMesh(true, simplify.m_meshSimplifyRoot == null);
         RemoveChildMeshSimplifyComponents(simplify);
         //2.开始计算
         try
         {
             if (simplify.DataDirty || simplify.HasData() == false || simplify.HasNonMeshSimplifyGameObjectsInTree())
             {
                 simplify.RestoreOriginalMesh(true, simplify.m_meshSimplifyRoot == null);
                 bool mMeshSimplefyRoot = simplify.m_meshSimplifyRoot == null;
                 simplify.ComputeData(mMeshSimplefyRoot, null);
             }
         }
         catch (System.Exception e)
         {
             Debug.LogError("Error generating mesh: " + e.Message + " Stack: " + e.StackTrace);
             EditorUtility.ClearProgressBar();
             Simplifier.Cancelled = false;
         }
         //3.最后应用Prefab
     }
     isClickButton = true;
 }