public static void ResetAllCollider()
    {
        GameColliderSet colliderSet = new GameColliderSet();
        var             guids       = AssetDatabase.FindAssets("t:GameObject", new string[] { "Assets/ResourceEx/Prefab" });
        int             count       = guids.Length;

        for (int i = 0; i < count; i++)
        {
            EditorUtility.DisplayProgressBar("更新碰撞框数据", "正在更新碰撞框数据(" + i + "/" + count + ")", i / (float)count);
            string           goPath       = AssetDatabase.GUIDToAssetPath(guids[i]);
            GameObject       gameObject   = AssetDatabase.LoadAssetAtPath <GameObject>(goPath);
            GameColliderView colliderView = gameObject.GetComponent <GameColliderView>();
            if (colliderView != null)
            {
                GameColliderItem colliderItem = new GameColliderItem();
                colliderItem.path = goPath;
                FindCollider(gameObject.transform, gameObject.transform, colliderItem);
                colliderSet.mLstColliderItem.Add(colliderItem);
            }
        }
        NEUtil.SerializerObject(GameColliderCfgSys.GameColliderPath, colliderSet, GameColliderCfgSys.RelateTypes);
        EditorUtility.ClearProgressBar();
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
    private void LoadData()
    {
        TextAsset textAsset = AssetDatabase.LoadAssetAtPath <TextAsset>(GameColliderCfgSys.GameColliderPath);

        m_cColliderSet = null;
        if (textAsset != null)
        {
            var bytes = textAsset.bytes;
            m_cColliderSet = NEUtil.DeSerializerObjectFromBuff(bytes, typeof(GameColliderSet), GameColliderCfgSys.RelateTypes) as GameColliderSet;
        }
        if (m_cColliderSet == null)
        {
            m_cColliderSet = new GameColliderSet();
        }

        GameColliderView colliderView = (GameColliderView)target;
        PrefabType       prefabType   = PrefabUtility.GetPrefabType(colliderView.gameObject);

        Debug.Log(prefabType);
        m_bIsPrefab = (prefabType == PrefabType.Prefab || prefabType == PrefabType.PrefabInstance);
        if (m_bIsPrefab)
        {
            UnityEngine.Object prefab = null;
            if (prefabType == PrefabType.PrefabInstance)
            {
                prefab = PrefabUtility.GetPrefabParent(colliderView.gameObject);
            }
            else
            {
                prefab = colliderView.gameObject;
            }
            Debug.Log(prefab);
            if (m_cColliderSet != null && prefab != null)
            {
                string path = AssetDatabase.GetAssetPath(prefab);
                Debug.Log("path:" + path);
                m_cColliderItem = m_cColliderSet.GetColliderItem(path);
                if (m_cColliderItem == null)
                {
                    m_cColliderItem      = new GameColliderItem();
                    m_cColliderItem.path = path;
                    m_cColliderSet.mLstColliderItem.Add(m_cColliderItem);
                }
            }
        }
    }
    public override void OnInspectorGUI()
    {
        GameColliderView colliderView = (GameColliderView)target;

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("GameCollider:");
        EditorGUILayout.EndHorizontal();

        PrefabType prefabType = PrefabUtility.GetPrefabType(colliderView.gameObject);
        bool       isPrefab   = prefabType == PrefabType.Prefab || prefabType == PrefabType.PrefabInstance;

        if (isPrefab != m_bIsPrefab)
        {
            LoadData();
        }
        m_bIsPrefab = isPrefab;

        if (m_cColliderItem == null)
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("当前对象必须是一个预制体");
            EditorGUILayout.EndHorizontal();
        }
        else
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("path:" + m_cColliderItem.path);
            EditorGUILayout.EndHorizontal();
            int dataCount = m_cColliderItem.mLstData.Count;
            for (int i = 0; i < dataCount; i++)
            {
                BaseGameColliderData colliderData = m_cColliderItem.mLstData[i];
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField("    " + colliderData.name);
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField("\tcolliderType", colliderData.gameColliderType.ToString());
                EditorGUILayout.EndHorizontal();
                switch (colliderData.gameColliderType)
                {
                case GameColliderType.CircleCollider:
                    OnCircleGUI((CircleColliderData)colliderData);
                    break;

                case GameColliderType.RectCollider:
                    OnRectGUI((RectColliderData)colliderData);
                    break;

                default:
                    EditorGUILayout.BeginHorizontal();
                    EditorGUILayout.LabelField("\tcolliderType=[" + colliderData.gameColliderType.ToString() + "]需要编写编辑器代码");
                    EditorGUILayout.EndHorizontal();
                    break;
                }
            }
        }
        if (GUILayout.Button("查找所有碰撞框"))
        {
            if (m_cColliderItem != null)
            {
                m_cColliderItem.mLstData.Clear();
            }
            Transform trans = colliderView.transform;
            FindCollider(trans, trans, m_cColliderItem);
            if (GUI.changed)
            {
                EditorUtility.SetDirty(colliderView.gameObject);
            }
            serializedObject.ApplyModifiedProperties();
            SaveData();
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
    }