/// <summary>
        /// 判断非资源信息是否存在.
        /// </summary>
        /// <returns><c>true</c>, 村贼, <c>false</c> 不存在.</returns>
        /// <param name="iUnResourcePath">非资源路径.</param>
        /// <param name="iBur">非资源信息.</param>
        private bool IsUnResoureExist(string iUnResourcePath, out BundleUnResource iBur)
        {
            var bolRet = false;

            iBur = null;
            foreach (var bur in UnResources)
            {
                if (bur.path != iUnResourcePath)
                {
                    continue;
                }
                iBur   = bur;
                bolRet = true;
                break;
            }

            return(bolRet);
        }
        /// <summary>
        /// 添加非App资源信息.
        /// </summary>
        /// <param name="iUnResourcePath">非App资源信息</param>
        public BundleUnResource AddUnResource(string iUnResourcePath)
        {
            BundleUnResource bur;

            // 不存在存在
            if (IsUnResoureExist(iUnResourcePath, out bur) == false)
            {
                bur = new BundleUnResource();
                UnResources.Add(bur);
            }
            if (bur != null)
            {
                bur.path = iUnResourcePath;
                UtilsAsset.SetAssetDirty(this);
            }
            else
            {
                this.Error("AddUnResource()::Failed!!!(AssetPath:{0})",
                           iUnResourcePath);
            }
            return(bur);
        }
 /// <summary>
 /// 添加非App资源信息.
 /// </summary>
 /// <param name="iUnResourceInfo">非App资源信息</param>
 public BundleUnResource AddUnResource(BundleUnResource iUnResourceInfo)
 {
     return(iUnResourceInfo == null ? null : AddUnResource(iUnResourceInfo.path));
 }