public static void BuildAssetBundleLua()
        {
            checkLuaExportPath();

            string path = Application.dataPath + "/LuaScripts/"; //lua path

            List <string> files = getAllChildFiles(path);        // Directory.GetFiles(Application.dataPath + path);

            IList <string> childrens = new List <string>();

            foreach (string file in files)
            {
                if (file.EndsWith("lua"))
                {
                    childrens.Add(file);
                }
            }
            Debug.Log("luajit path = " + luacPath);
            string crypName = "", fileName = "", outfilePath = "", arg = "";

            System.Text.StringBuilder sb = new System.Text.StringBuilder();
            //refresh directory
            DirectoryDelete(Application.dataPath + OutLuaPath);
            CheckDirectory(Application.dataPath + OutLuaPath);

            List <string> exportNames    = new List <string>();

            foreach (string filePath in childrens)
            {
                fileName = Utils.GetURLFileName(filePath);
                crypName =
                    filePath.Replace(path, "")
                    .Replace(".lua", "." + Common.LUA_LC_SUFFIX)
                    .Replace("\\", "_")
                    .Replace("/", "_");
                outfilePath = Application.dataPath + OutLuaPath + crypName;
                exportNames.Add("Assets" + OutLuaPath + crypName);
                sb.Append(fileName);
                sb.Append("=");
                sb.Append(crypName);
                sb.Append("\n");

#if Nlua || UNITY_IPHONE
                arg = "-o " + outfilePath + " " + filePath; // luac
                File.Copy(filePath, outfilePath, true);     // source code copy
#else
                arg = "-b " + filePath + " " + outfilePath; //for jit
                //Debug.Log(arg);
                //System.Diagnostics.Process.Start(luacPath, arg);//jit
                File.Copy(filePath, outfilePath, true); // source code copy
#endif
            }
            Debug.Log("lua:" + path + "files=" + files.Count + " completed");
            System.Threading.Thread.Sleep(1000);
            AssetDatabase.Refresh();

            //u5 打包
            string outPath = ExportAssetBundles.GetOutPath();
            CheckDirectory(Application.dataPath.Replace("Assets", "") + outPath);
            ExportAssetBundles.BuildABs(exportNames.ToArray(), "Assets" + OutLuaPath, "luaout.bytes",
                                        BuildAssetBundleOptions.CompleteAssets);

            //Encrypt
            string tarName     = Application.dataPath + OutLuaPath + "luaout.bytes";
            string realOutPath = ExportAssetBundles.GetOutPath() + "/font.u3d";
            byte[] by          = File.ReadAllBytes(tarName);
            //byte[] Encrypt = CryptographHelper.Encrypt (by, GetKey (), GetIV());
            File.WriteAllBytes(realOutPath, by);
            Debug.Log(realOutPath + " export");
        }