/// <summary>
        /// 获取基于沙盒文件夹的加载路径
        /// </summary>
        public static string MakePersistentLoadPath(string assetPath)
        {
#if UNITY_EDITOR
            // 注意:为了方便调试查看,编辑器下把存储目录放到项目里
            string projectPath = Path.GetDirectoryName(Application.dataPath);
            projectPath = UtilFile.GetRegularPath(projectPath);
            return(UtilFormat.Format("{0}/Sandbox/{1}", projectPath, assetPath));
#else
            return(UtilFormat.Format("{0}/Sandbox/{1}", Application.persistentDataPath, assetPath));
#endif
        }
        /// <summary>
        /// 获取网络资源加载路径
        /// </summary>
        public static string ConvertToWWWPath(string path)
        {
            // 注意:WWW加载方式,必须要在路径前面加file://
#if UNITY_EDITOR
            return(UtilFormat.Format("file:///{0}", path));
#elif UNITY_IPHONE
            return(UtilFormat.Format("file://{0}", path));
#elif UNITY_ANDROID
            return(path);
#elif UNITY_STANDALONE
            return(UtilFormat.Format("file:///{0}", path));
#endif
        }
        public static string ConvertResourcePathToManifestPath(string path)
        {
            if (CachedManifestRootPath == null)
            {
                if (string.IsNullOrEmpty(AssetSystem.AssetRootPath))
                {
                    throw new System.Exception("Asset system root path is null or empty.");
                }
                CachedManifestRootPath = AssetSystem.AssetRootPath.ToLower();
            }

            path = path.ToLower();             //转换为小写形式
            return(UtilFormat.Format("{0}/{1}{2}", CachedManifestRootPath, path, PatchDefine.StrBundleSuffixName));
        }
 /// <summary>
 /// 获取基于流文件夹的加载路径
 /// </summary>
 public static string MakeStreamingLoadPath(string assetPath)
 {
     return(UtilFormat.Format("{0}/{1}", Application.streamingAssetsPath, assetPath));
 }