public static void RemoveIgnoredAsset(string assetPath)
        {
            var guid = AssetDatabase.AssetPathToGUID(assetPath);

            if (!IgnoredAssetGUIds.Contains(guid))
            {
                IgnoredAssetGUIds = IgnoredAssetGUIds.Replace(guid, string.Empty);
            }
        }
        public static void AddIgnoredAsset(string assetPath)
        {
            var guid = AssetDatabase.AssetPathToGUID(assetPath);

            if (!IgnoredAssetGUIds.Contains(guid))
            {
                IgnoredAssetGUIds += "," + guid;
            }
        }
        private static void DeserealizeIgnoredAssets()
        {
            ignoredAssets.Clear();
            var ignoredAseetsGUIDs = IgnoredAssetGUIds.Split(',');

            foreach (var guid in ignoredAseetsGUIDs)
            {
                if (string.IsNullOrEmpty(guid))
                {
                    continue;
                }
                var assetPath = AssetDatabase.GUIDToAssetPath(guid);
                var asset     = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(assetPath);
                if (asset)
                {
                    ignoredAssets.Add(asset);
                }
            }
        }
        private static bool IsAssetIgnored(string assetPath)
        {
            var guid = AssetDatabase.AssetPathToGUID(assetPath);

            return(IgnoredAssetGUIds.Contains(guid));
        }