protected void OnGUI()
        {
            GUILayout.Label("Generates all the asset bundles");
            if (GUILayout.Button("Create Monsters Bundles"))
            {
                CreateAssetBundles.BuildAssetBundles();
            }
            GUILayout.Label("Make sure that there are no other bundle files \n" +
                            " in the Streaming Assets");
            if (GUILayout.Button("Move Bundles to Folders"))
            {
                MoveMonsterBundlesToFolders();
            }
            GUILayout.Label("Current Bundles in MonstersMod: " + curBundlesInMosntersMod);
            if (GUILayout.Button("GetAllBundles in MonstersMod"))
            {
                GetAllBundles();
            }

            GUILayout.Space(10);
            GUILayout.Label("WARNING : this will delete all the bundle files\n" +
                            "that are in the MonstersMod Folder :");
            if (GUILayout.Button("Delete All Bundles in MonstersMod"))
            {
                DeleteAllBundlesInMonstersMod();
                GetAllBundles();
            }

            GUILayout.Space(20);

            GUILayout.Label("Set List of monsters to remove from the original");
            _curMonstersToRemove = (MonstersToRemove)EditorGUILayout.ObjectField(_curMonstersToRemove, typeof(MonstersToRemove), true);
            GUILayout.Label("Select where to export the Monsters Mod");
            if (GUILayout.Button("Export Monsters Folder", GUILayout.Height(50)))
            {
                ExportMonstersFiles();
            }
        }
        private void OnSelectPlatform()
        {
            BuildTarget target  = BuildTarget.StandaloneWindows;
            string      pingtai = toolbarNames[selectBar];

            switch (pingtai)
            {
            case "Windows":
            {
                target = BuildTarget.StandaloneWindows;
                break;
            }

            case "Android":
            {
                target = BuildTarget.Android;
                break;
            }

            case "iOS":
            {
                target = BuildTarget.iOS;
                break;
            }
            }

            for (int i = 0; i < selectBundle.Length; i++)
            {
                selectBundle[i] = selectBundles;
            }

            bool select = false;

            foreach (var s in selectBundle)
            {
                select = select || s;
            }
            if (!select)
            {
                Debug.Log("请勾选任何AB类型!");
                return;
            }

            List <BundleResourceType> typeList = new List <BundleResourceType> ();

            //0 "人物、建筑、人物特效、地图特效、建筑通用特效、UI特效、Shader"
            if (selectBundle[0])
            {
                typeList.Add(BundleResourceType.Characters);
                typeList.Add(BundleResourceType.Buildings);
                typeList.Add(BundleResourceType.NPC);
                typeList.Add(BundleResourceType.Particle_Character);
                typeList.Add(BundleResourceType.Particle_Map);
                typeList.Add(BundleResourceType.Particle_Building);
                typeList.Add(BundleResourceType.Particle_UI);
                typeList.Add(BundleResourceType.Shaders);
            }
            //1 "UI加载图"
            if (selectBundle[1])
            {
                typeList.Add(BundleResourceType.UI_Load);
            }
            //2 "背景音乐",
            if (selectBundle[2])
            {
                typeList.Add(BundleResourceType.Sound_BGM);
            }
            //3 "战斗场景音效",
            if (selectBundle[3])
            {
                typeList.Add(BundleResourceType.Sound_Battle);
            }
            //4 "非战斗场景音效",
            if (selectBundle[4])
            {
                typeList.Add(BundleResourceType.Sound_MainMenu);
            }
            //5 "通用的音效",
            if (selectBundle[5])
            {
                typeList.Add(BundleResourceType.Sound_Common);
            }
            CreateAssetBundles.BuildAssetBundles(target, typeList.ToArray(), true);
        }