/// <summary>
        /// 打包AssetBundle
        /// </summary>
        void BuildingAssetBundle(emBuildType build_type)
        {
            try
            {
                bool running = true;
                SaveData();
                running = AssetBundleNameTool.RunningAssetBundleNameTool(asset_bundle_build_);
                if (running)
                {
                    running = SceneConfigTool.GenerateAllSceneConfig(asset_bundle_build_.Data.Scenes);
                }
                if (running)
                {
                    BuildAssetBundle.BuildAllAssetBundlesToTarget(GetBuildTargetType(build_type), build_option_);
                }
                if (running)
                {
                    LoadAssetBundleGranularityInfo();
                }
            }
            catch (System.Exception ex)
            {
                Debug.LogError(ex.Message);
            }

            SceneConfigTool.RestoreAllScene(asset_bundle_build_.Data.Scenes);
            EditorUtility.ClearProgressBar();
        }
        /// <summary>
        /// 打包AssetBundle
        /// </summary>
        void BuildingAssetBundle()
        {
            bool running = true;

            SaveData();
            running = AssetBundleNameTool.RunningAssetBundleNameTool(asset_bundle_build_);
            if (running)
            {
                running = SceneConfigTool.GenerateAllSceneConfig(asset_bundle_build_.Data.Scenes);
            }
            if (running)
            {
                BuildAssetBundle.BuildAllAssetBundlesToTarget(GetBuildTargetType(), build_option_);
            }
            if (running)
            {
                LoadAssetBundleGranularityInfo();
            }

            SceneConfigTool.RestoreAllScene(asset_bundle_build_.Data.Scenes);
        }
        /// <summary>
        ///
        /// </summary>
        void DrawGeneral()
        {
            GUILayout.BeginVertical(GUI.skin.FindStyle("flow background"), GUILayout.MaxHeight(80f));

            GUILayout.BeginHorizontal();
            GUILayout.Label("打包资源起始路径", GUILayout.MaxWidth(200f));
            build_start_full_path_ = GUILayout.TextField(build_start_full_path_);
            bool is_modify_build_path = GUILayout.Button("更改", GUILayout.Width(40f));

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("资源版本号", GUILayout.MaxWidth(200f));
            asset_bundle_build_.Data.strVersion = EditorGUILayout.TextField(asset_bundle_build_.Data.strVersion);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("输出位置", GUILayout.MaxWidth(200f));
            EditorGUILayout.LabelField(EditorCommon.BUILD_PATH);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("打包全部AssetBundle至安装包", GUILayout.MaxWidth(200f));
            bool is_all_native = EditorGUILayout.Toggle(asset_bundle_build_.Data.IsAllNative);

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("压缩全部AssetBundle", GUILayout.MaxWidth(200f));
            bool is_all_compress = EditorGUILayout.Toggle(asset_bundle_build_.Data.IsAllCompress);

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("打包选项", GUILayout.MaxWidth(200f));
            build_option_ = (BuildAssetBundleOptions)EditorGUILayout.EnumPopup(build_option_, GUILayout.MinWidth(200f));
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(20f);
            bool is_show_granularity_details = GUILayout.Button("加载粒度数据,显示粒度引用次数与详细引用信息");

            GUILayout.Space(20f);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(20f);
            bool is_save_data = GUILayout.Button("仅保存规则文件(" + EditorCommon.ASSETBUNDLE_BUILD_RULE_FILE_PATH + ")");

            GUILayout.Space(20f);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(20f);
            bool is_running_ab_name_tool = GUILayout.Button("仅生成资源AssetBundleName");

            GUILayout.Space(20f);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(20f);
            bool is_build_win = GUILayout.Button("Windows平台版本 - 打包");

            GUILayout.Space(20f);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(20f);
            bool is_build_android = GUILayout.Button(" Android平台版本 - 打包");

            GUILayout.Space(20f);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(20f);
            bool is_build_ios = GUILayout.Button("      IOS平台版本 - 打包");

            GUILayout.Space(20f);
            GUILayout.EndHorizontal();

            GUILayout.EndVertical();

            if (is_all_native != asset_bundle_build_.Data.IsAllNative)
            {
                ModifyPackNativeConfig(is_all_native);
            }
            if (is_all_compress != asset_bundle_build_.Data.IsAllCompress)
            {
                ModifyCompressConfig(is_all_compress);
            }
            if (is_show_granularity_details)
            {
                LoadGranularityInfoAndDisplayProgress(true);
            }
            if (is_modify_build_path)
            {
                ModifyAssetStartPath();
            }
            if (is_save_data)
            {
                SaveData();
            }
            if (is_running_ab_name_tool)
            {
                SaveData();
                AssetBundleNameTool.RunningAssetBundleNameTool(asset_bundle_build_);
                SceneConfigTool.GenerateAllSceneConfig(asset_bundle_build_.Data.Scenes);
                AssetDatabase.Refresh();
            }
            if (is_build_win)
            {
                BuildingAssetBundle(emBuildType.StandaloneWindows);
            }
            else if (is_build_android)
            {
                BuildingAssetBundle(emBuildType.Android);
            }
            else if (is_build_ios)
            {
                BuildingAssetBundle(emBuildType.IOS);
            }
        }