/// <summary>
    /// 分析当前场景的数据信息
    /// </summary>
    void AnalyzeCurrentScene()
    {
        string root_name = ED_SceneManagement.EditorSceneManager.GetActiveScene().name;

        EN_SceneManagement.Scene scene            = ED_SceneManagement.EditorSceneManager.GetActiveScene();
        GameObject[]             gobjs            = scene.GetRootGameObjects();
        SceneGroupObjInfo        scene_group_info = new SceneGroupObjInfo(scene.name);

        for (int j = 0; j < gobjs.Length; j++)
        {
            GameObject root_obj  = gobjs[j];
            Transform  root_tran = root_obj.transform;

            GroupObjInfo group_obj_info = new GroupObjInfo(null, scene_group_info);

            for (int i = 0; i < root_tran.childCount; i++)
            {
                Transform child = root_tran.GetChild(i);
                if (child.gameObject.activeSelf)
                {
                    AnalyzeGroup(group_obj_info, child);
                }
            }

            scene_group_info.Add_Group_Info(group_obj_info);
        }

        scene_group_obj_info = scene_group_info;
    }
 public void Add_Group_Info(GroupObjInfo groupinfo)
 {
     group_obj_list.Add(groupinfo);
     tris_all  += groupinfo.tris_all;
     verts_all += groupinfo.verts_all;
     mats_all   = mat_all_list.Count;
     texs_all   = tex_all_list.Count;
     meshs_all  = mesh_all_list.Count;
 }
    /// <summary>
    /// 递归分析组数据
    /// </summary>
    /// <param name="group_info"></param>
    /// <param name="group_tran"></param>
    void AnalyzeGroup(GroupObjInfo group_info, Transform group_tran)
    {
        ObjectInfo obj_info = ObjectInfo.Create_Analyze(group_tran.gameObject);

        if (obj_info != null)
        {
            group_info.Add_Child_Info(obj_info);
        }
        if (group_tran.childCount > 0)
        {
            for (int i = 0; i < group_tran.childCount; i++)
            {
                AnalyzeGroup(group_info, group_tran.GetChild(i));
            }
        }
    }