public void buildData()
        {
            int    dotIdx    = m_fullPath.IndexOf(".");
            string pathNoExt = m_fullPath.Substring(0, dotIdx);

            m_subPathNoExt = pathNoExt.Substring(m_dirData.fullDirPath.Length + 1);

            pathNoExt = pathNoExt.Substring(m_dirData.fullDirPath.Length + 1);
            char[] separator = new char[1];
            separator[0] = '/';
            m_pathArr    = pathNoExt.Split(separator);

            int resIndex = m_fullPath.IndexOf(ExportUtil.RESOURCES);

            if (resIndex != -1)
            {
                m_resPath = m_fullPath.Substring(resIndex + ExportUtil.RESOURCES.Length + 1);

                dotIdx = m_resPath.IndexOf(".");
                if (dotIdx != -1)
                {
                    m_resPath = m_resPath.Substring(0, dotIdx);
                }
            }

            int assetIndex = m_fullPath.IndexOf(ExportUtil.ASSETS);

            if (assetIndex != -1)
            {
                m_abPath = m_fullPath.Substring(assetIndex);
            }

            assetIndex = m_abPath.LastIndexOf(".");
            if (assetIndex != -1)
            {
                // AssetBundles 的 Label 都是从 Assets 目录下开始的,为了保持相同目录结构
                m_abSetPath = m_abPath.Substring(0, assetIndex) + UtilApi.DOTUNITY3D;
                m_abSetPath = UtilPath.toLower(m_abSetPath);
            }
        }