// 打包自己指定资源
    public static void BuildCustomAssetBundles()
    {
        // Choose the output path according to the build target.
        string outputPath = ExportUtil.getStreamingDataPath("");

        if (!Directory.Exists(outputPath))
        {
            Directory.CreateDirectory(outputPath);
        }

        AssetBundleParam param = new AssetBundleParam();

        param.m_buildList = new AssetBundleBuild[1];
        param.m_buildList[0].assetBundleName    = "TestExportPrefab";
        param.m_buildList[0].assetBundleVariant = UtilApi.UNITY3D;
        param.m_buildList[0].assetNames         = new string[1];
        param.m_buildList[0].assetNames[0]      = "Assets/TestAssets/TestPrefab.prefab"; // 这个目录一定要是 Assets 下面写,并且加上扩展名字
        param.m_pathName           = outputPath;
        param.m_assetBundleOptions = 0;
        param.m_targetPlatform     = EditorUserBuildSettings.activeBuildTarget;
        ExportUtil.BuildAssetBundle(param);

        // 打包成 unity3d 后文件名字会变成小写,这里修改一下
        UtilPath.modifyFileNameToCapital(outputPath, "TestExportPrefab");
    }
    // 打包 Editor 的 Asset Labels 中指定的 AssetBundle
    public static void BuildAssetLabelsAssetBundles()
    {
        // Choose the output path according to the build target.
        string outputPath = Path.Combine(ExportUtil.ASSET_BUNDLES_OUTPUT_PATH, ExportUtil.GetPlatformFolderForAssetBundles(EditorUserBuildSettings.activeBuildTarget));

        if (!Directory.Exists(outputPath))
        {
            Directory.CreateDirectory(outputPath);
        }

        AssetBundleParam param = new AssetBundleParam();

        param.m_pathName           = outputPath;
        param.m_assetBundleOptions = 0;
        param.m_targetPlatform     = EditorUserBuildSettings.activeBuildTarget;

        ExportUtil.BuildAssetBundle(param);
    }
    public static void BuildStreamedSceneAssetBundles()
    {
        // Choose the output path according to the build target.
        string outputPath = ExportUtil.getStreamingDataPath("");

        if (!Directory.Exists(outputPath))
        {
            Directory.CreateDirectory(outputPath);
        }

        string[]         levels = ExportUtil.GetLevelsFromBuildSettings();
        AssetBundleParam param  = new AssetBundleParam();

        param.m_buildList = new AssetBundleBuild[1];
        param.m_buildList[0].assetBundleName    = "TestExportScene";
        param.m_buildList[0].assetBundleVariant = UtilApi.UNITY3D;
        param.m_buildList[0].assetNames         = new string[1];
        param.m_buildList[0].assetNames[0]      = levels[3]; // 这个目录一定要是 Assets 下面写,并且加上扩展名字
        param.m_pathName           = outputPath;
        param.m_assetBundleOptions = 0;
        param.m_targetPlatform     = EditorUserBuildSettings.activeBuildTarget;
        ExportUtil.BuildAssetBundle(param);
    }