private static void RecordGrass(Dictionary <string, List <GameObject> > grassDic, SceneElementAsset holder)
        {
            foreach (var pair in grassDic)
            {
                List <GameObject> objects = pair.Value;
                MeshRenderer      mr      = objects[0].GetComponentInChildren <MeshRenderer>();
                MeshFilter        mf      = objects[0].GetComponentInChildren <MeshFilter>();
                if (mr == null || mf == null)
                {
                    continue;
                }

                GrassGroup group = new GrassGroup();
                group.matrixList = new Matrix4x4[objects.Count];

                for (int i = 0; i < objects.Count; i++)
                {
                    Transform trans = objects[i].transform;
                    group.matrixList[i] = Matrix4x4.TRS(trans.position, trans.rotation, trans.localScale);
                }
                group.mesh = mf.sharedMesh;
                group.mat  = mr.sharedMaterial;
                holder.Add(group);
            }
        }
        private static void Record(GameObject o, SceneElementAsset holder, string prefabPath, int id)
        {
            if (!o.transform.parent)
            {
                return;
            }

            if (o.transform.parent && o.transform.parent.name == "preload")
            {
                PreloadElement element = new PreloadElement();
                element.ResId    = SearchPrefabIndex(prefabPath);
                element.position = o.transform.position;
                element.rotation = o.transform.eulerAngles;
                element.scale    = o.transform.localScale;
                holder.Add(element);
            }
            else
            {
                MeshRenderer[] mrs     = o.GetComponentsInChildren <MeshRenderer>();
                SceneElement   element = new SceneElement();
                element.ID    = id;
                element.ResId = SearchPrefabIndex(prefabPath);
                if (element.ResId == -1)
                {
                    return;
                }
                element.order          = orderList.IndexOf(o.transform.parent.name);
                element.position       = o.transform.position;
                element.rotation       = o.transform.eulerAngles;
                element.scale          = o.transform.localScale;
                element.lightmapIndex  = new List <int>();
                element.lightmapOffset = new List <Vector4>();

                if (mrs != null && mrs.Length > 0)
                {
                    Vector3 min = mrs[0].bounds.min;
                    Vector3 max = mrs[0].bounds.max;
                    foreach (MeshRenderer mr in mrs)
                    {
                        //添加光照贴图
                        element.lightmapIndex.Add(mr.lightmapIndex);
                        element.lightmapOffset.Add(mr.lightmapScaleOffset);
                        //对比包围盒大小
                        min = Vector3.Min(mr.bounds.min, min);
                        max = Vector3.Max(mr.bounds.max, max);
                    }
                    Vector3 size   = max - min;
                    Bounds  bounds = new Bounds(min + size / 2, size);
                    if (size.x <= 0)
                    {
                        size.x = 0.2f;
                    }
                    if (size.y <= 0)
                    {
                        size.y = 0.2f;
                    }
                    if (size.z <= 0)
                    {
                        size.z = 0.2f;
                    }
                    bounds.size    = size;
                    element.Bounds = bounds;
                    holder.Bounds.Encapsulate(bounds);
                }
                else
                {
                    Bounds bounds = new Bounds(element.position, 0.1f * Vector3.one);
                    element.Bounds = bounds;
                }
                holder.Add(element);
            }
        }