/// <summary>
    /// 文件类型资源
    /// </summary>
    public AssetInfo(string fullPath, string name, string extension)
    {
        AssetFullPath = fullPath;

#if UNITY_EDITOR_OSX
        //之前的代码反正在MAC上是有问题的,不确定Windows上是否正常,所以我这里只改动Mac的。
        AssetPath = "Assets/" + fullPath.Replace(Application.dataPath, "");
#else
        AssetPath = "Assets" + fullPath.Replace(Application.dataPath.Replace("/", "\\"), "");
#endif
        AssetName      = name;
        Extension      = extension;
        GUID           = AssetDatabase.AssetPathToGUID(AssetPath);
        AssetFileType  = EditorTool.GetFileTypeByExtension(extension);
        AssetType      = AssetDatabase.GetMainAssetTypeAtPath(AssetPath);
        IsChecked      = false;
        IsExpanding    = false;
        Bundled        = AssetDatabase.GetImplicitAssetBundleName(AssetPath);
        ChildAssetInfo = null;
        AssetBundleInfo.TryAddBundleInfo(this);
    }