//无规则设置bundle名称             路径              修改路径的方法                                             bundle的名字
    static void InternalSetBundleName(string path, Func <string, string> modifyPath, AssetImporter importer = null, string bundleName = null)
    {
        if (importer == null)
        {
            importer = AssetImporter.GetAtPath(path);
        }
        if (string.IsNullOrEmpty(bundleName))
        {
            bundleName = modifyPath(path);
        }
        //如果bundleName有后缀,需要删除
        string extension = Path.GetExtension(bundleName);

        if (!string.IsNullOrEmpty(extension))
        {
            bundleName = bundleName.Replace(extension, "");
        }
        string    file_name = bundleName;
        BuildRule rule      = BundleBuildRule.MatchRule(path);

        if (rule != null)
        {
            bundleName = rule.GetBundleName(bundleName);
        }
        if (bundleName.Contains("Material"))
        {
            //针对UI
            int index = bundleName.IndexOf("Material");
            bundleName = bundleName.Substring(0, index - 1);
        }
        else if (bundleName.Contains("Materials"))
        {
            //针对模型导入
            int index = bundleName.IndexOf("Materials");
            bundleName = bundleName.Substring(0, index - 1);
        }
        if (bundleName.Contains(" "))
        {
            Debug.LogError("当前bundleName存在空格 : " + bundleName);
            return;
        }

        importer.assetBundleName = bundleName + ABPathHelper.Unity3dSuffix;
    }
    //通过规则设置Bundle的名称
    static void InternalSetBundleNameByRule(string path, Func <string, string> modifyPath, AssetImporter importer = null, string bundleName = null)
    {
        if (importer == null)
        {
            importer = AssetImporter.GetAtPath(path);
        }
        if (string.IsNullOrEmpty(bundleName))
        {
            bundleName = modifyPath(path);
        }
        string extension = Path.GetExtension(bundleName);

        if (string.IsNullOrEmpty(extension) == false)
        {
            bundleName = bundleName.Replace(extension, "");
        }
        string    file_name = bundleName;
        BuildRule rule      = BundleBuildRule.MatchRule(path);

        if (rule != null)
        {
            bundleName = rule.GetBundleName(bundleName);
        }
        if (bundleName.Contains("Material"))
        {
            int index = bundleName.IndexOf("Material");
            bundleName = bundleName.Substring(0, index - 1);
        }
        else if (bundleName.Contains("Materials"))
        {
            //针对模型导入
            int index = bundleName.IndexOf("Materials");
            bundleName = bundleName.Substring(0, index - 1);
        }
        if (string.IsNullOrEmpty(bundleName))
        {
            importer.assetBundleName = string.Empty;
        }
        else
        {
            importer.assetBundleName = bundleName + ABPathHelper.Unity3dSuffix;
        }
    }