public static void OpenAssetBundleImporterFixedEditor()
    {
        AssetBundleImporterFixedEditor uv = EditorWindow.GetWindow <AssetBundleImporterFixedEditor>(false, "导入修复管理理器", true);

        uv.Show();
        uv.autoRepaintOnSceneChange = true;
    }
    public static void OpenAssetBundleImporterFixedEditorFromCommandLine()
    {
        EditorRunTypeWindow.RunFromCommandLine();

        AssetBundleManagerEditor uv1 = EditorWindow.GetWindow <AssetBundleManagerEditor>(false, "AssetBundle管理理器", false);

        uv1.Close();

        AssetBundleImporterFixedEditor uv = EditorWindow.GetWindow <AssetBundleImporterFixedEditor>(false, "导入修复管理理器", true);

        uv.Show();
        uv.autoRepaintOnSceneChange = true;
    }
    public static void BuildFullPackage_Impl(bool Version_64Bit)
    {
        if (!Is64bitEditor)
        {
            Debug.LogError("发布只能使用64位编辑器");
            return;
        }
        //if (!Is64BitNativeDll("game.dll") && Version_64Bit)
        //{
        //    Debug.LogError("NativeDLL不是64位版本");
        //    return;
        //}
        //if (Is64BitNativeDll("game.dll") && !Version_64Bit)
        //{
        //    Debug.LogError("NativeDLL不是32位版本");
        //    return;
        //}

        //DestroyAllBuiltInMaterial();
        //DestroyAllBuiltInShader();
        isBuildingPackage = true;
        Console.Clear();

        SaveAndRefershAssets();

        Dictionary <string, AssetBundleManager.PackageNode> OldResFileList   = new Dictionary <string, AssetBundleManager.PackageNode>();
        Dictionary <string, AssetBundleManager.PackageNode> OldOtherFileList = new Dictionary <string, AssetBundleManager.PackageNode>();

        //打包之前,先吧资源列表加载进来,后面用于做更新对比
        AssetBundleManager.LoadPackageList(GetEditorAssetPackagePatchRoot() + AssetBundleManager.AssetPackageListPatch, OldResFileList, OldOtherFileList);

        /*
         * 先生成预制体配置,因为有的资源再导入之前是没有assetbundle的
         */
        EditorLog.LogInfo("正在计算预制体信息....", true);
        if (BuildPrePrefabConfig || BuildAll)
        {
            PreGeneratePrefabConfig();
            SaveAndRefershAssets();
        }

        if (BuildPacakage || BuildAll)
        {
            EditorLog.LogInfo("正在打包资源文件....", true);

            if (!System.IO.Directory.Exists(AssetBundleManager.FullAssetPackagePathRoot) && !File.Exists(AssetBundleManager.FullAssetPackagePathRoot))
            {
                System.IO.Directory.CreateDirectory(AssetBundleManager.FullAssetPackagePathRoot);
            }

            BuildPipeline.BuildAssetBundles(AssetBundleManager.FullAssetPackagePathRoot, BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.DeterministicAssetBundle, Version_64Bit ? BuildTarget.StandaloneWindows64 : BuildTarget.StandaloneWindows);
            SaveAndRefershAssets();
        }



        BuildCurrAssetBundleList();

        if (BuildUIConfig || BuildAll)
        {
            EditorLog.LogInfo("正在计算UI配置....", true);
            GenerateUIConfig();
        }
        if (BuildSceneConfig || BuildAll)
        {
            EditorLog.LogInfo("正在计算场景配置....", true);
            GenerateScenConfig();
        }

        if (BuildScheme || BuildAll)
        {
            EditorLog.LogInfo("正在计算Scheme....", true);
            GenerateScheme();
            ExportLightingEffectConfig();
        }

        if (BuildPostPrefabConfig || BuildAll)
        {
            EditorLog.LogInfo("正在合并资源文件....", true);
            PostGeneratePrefabConfig();
        }

        if (BuildAssetsInfo || BuildAll)
        {
            EditorLog.LogInfo("正在计算资源信息....", true);
            GenerateEditorAssetInfo(OldResFileList, OldOtherFileList);
        }

        SaveAndRefershAssets();
        //DeleteMainfainstFile(GetEditorAssetPackagePatchRoot());
        isBuildingPackage = false;

        EditorLog.LogInfo("正在修复打包错误文件...", true);

        if (AssetBundleImporterFixedEditor.DoImporterFixed("CopyEditorLog_BuildPackage.log", "FixedFillPathInfo_BuildPackage.txt"))
        {
            foreach (AssetBundleImporterFixedEditor.FixedPathNode path in AssetBundleImporterFixedEditor.FixedFilePath)
            {
                EditorLog.LogInfo("修复文件成功:" + path.getDesc() + ",可重新打包或者下次打包...", true);
            }

            CreateFileHelper(GetCommand_NeedToRePackingAssets());
        }
        else
        {
            EditorLog.LogInfo("没有发现需要修复的文件...", true);
        }
    }