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);
    }
    // 打包场景
    public static void BuildPlayer()
    {
        var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", "");

        if (outputPath.Length == 0)
        {
            return;
        }

        string[] levels = ExportUtil.GetLevelsFromBuildSettings();
        if (levels.Length == 0)
        {
            Debug.Log("Nothing to build.");
            return;
        }

        string targetName = ExportUtil.GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget);

        if (targetName == null)
        {
            return;
        }

        // Build and copy AssetBundles.
        BuildScriptTest.BuildAssetLabelsAssetBundles();
        BuildScriptTest.CopyAssetBundlesTo(Path.Combine(Application.streamingAssetsPath, ExportUtil.ASSET_BUNDLES_OUTPUT_PATH));
        BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None;

        PlayerParam param = new PlayerParam();

        param.m_levels       = levels;
        param.m_locationPath = outputPath + targetName;
        param.m_target       = EditorUserBuildSettings.activeBuildTarget;
        param.m_options      = option;

        ExportUtil.BuildPlayer(param);
    }