/// <summary>
    /// 设置texture的信息
    /// </summary>
    /// <param name="size"></param>
    private static void SetTextureConfig(TextureConfig textureConfig, string srcPath)
    {
        TextureImporter import = AssetImporter.GetAtPath(srcPath) as TextureImporter;

        if (import != null)
        {
            //设置Texture的最大大小
            if (textureConfig.m_TextureSize != -1)
            {
                import.maxTextureSize = textureConfig.m_TextureSize;
            }
            //设置Texture的类型
            if (textureConfig.m_TextureType != EnumTools.GetException <TextureImporterType>())
            {
                import.textureType = textureConfig.m_TextureType;
            }
            //设置Texture的WrapMode
            if (textureConfig.m_WrapMode != EnumTools.GetException <TextureWrapMode>())
            {
                import.wrapMode = textureConfig.m_WrapMode;
            }
            //设置Texture的FilterMode
            if (textureConfig.m_FilterMode != EnumTools.GetException <FilterMode>())
            {
                import.filterMode = textureConfig.m_FilterMode;
            }
            //待扩展
        }
    }
    public static void StartBuildBundle()
    {
        LogTools.Info("---------------------------------start-------------------------------------");
        LogTools.Info("设置打包平台");
        //设置打包平台
        if (ProjectConfig.Instance.m_AssetBundleBuildTarget != EnumTools.GetException <BuildTarget>())
        {
            buildTarget = ProjectConfig.Instance.m_AssetBundleBuildTarget;
        }
        LogTools.Info("清理资源:");
        AssetsSetting.ClearResourcesDir();                        //清空Resources目录
        LogTools.Info("拷贝并导入资源");
        srcPath = AssetsSetting.ImportAsset(srcPath);             //将srcPath上的文件复制到Resources目录下,并且导入资源
        LogTools.Info("设置资源");
        AssetsSetting.ImporterSet(configJson, srcPath);           //对资源进行各种参数修改和设置再次导入
        LogTools.Info("清空AssetBundlesName");
        ClearAssetBundlesName();                                  //清空AssetBundlesName
        LogTools.Info("设置AssetBundlesName");
        PerpareToBuild(srcPath);                                  //设置打包资源的assetBundleName
        LogTools.Info("开始打包");
        StartToBuild();                                           //开始打包
        LogTools.Info("导出资源");
        string assetBundlePath = GlobalConstants.TempPath + "/" + FileTools.GetFileName(srcPath).ToLower() + ".ab";

        AssetsSetting.MoveOutAsset(assetBundlePath, outPath);               //将打包好的文件移动到输出目录
        LogTools.Info("清空资源文件");
        AssetsSetting.ClearResourcesDir();                                  //清空Resources目录
        LogTools.Info("结束");
        LogTools.Info("---------------------------------end-------------------------------------");
    }
    /// <summary>
    /// 设置资源的ModelImporterAnimationType
    /// </summary>
    private static void SetModelConfig(ModelConfig modelConfig, string srcPath)
    {
        ModelImporter import = AssetImporter.GetAtPath(srcPath) as ModelImporter;

        if (import != null)
        {
            //自动将新动画转为老动画
            if (modelConfig.m_GenericToLegacy)
            {
                if (import.animationType == ModelImporterAnimationType.Generic)
                {
                    import.animationType = ModelImporterAnimationType.Legacy;
                }
            }
            //设置模型的动画类型
            if (modelConfig.m_ModelAnimationType != EnumTools.GetException <ModelImporterAnimationType>())
            {
                import.animationType = modelConfig.m_ModelAnimationType;
            }
            //设置模型的材质模板
            if (modelConfig.m_MaterialTypes != null && modelConfig.m_MaterialTypes.Length > 0)
            {
                foreach (var item in modelConfig.m_MaterialTypes)
                {
                    Material material = Resources.Load("Materials/" + item.m_MaterialName) as Material;
                    if (material != null)
                    {
                        MaterialTemplateTools.SetMaterialShaderProperty(material, item.m_TemplateName);
                    }
                }
            }
            //判断模型上面的材质是否包含法线贴图,如果有法线贴图则找到贴图,并将贴图的类型改为NormalMap
            SetNormalMap();
            //待扩展
        }
    }