public void Awake()
        {
            Type[] types = typeof(NodeType).Assembly.GetTypes();
            foreach (Type type in types)
            {
                if (type.IsSubclassOf(typeof(NP_NodeDataBase)) || type.IsSubclassOf(typeof(NP_ClassForStoreAction)) ||
                    type.IsSubclassOf(typeof(BuffNodeDataBase)) || type.IsSubclassOf(typeof(BuffDataBase)) ||
                    type.IsSubclassOf(typeof(ListenBuffEvent_Normal)) || type.IsSubclassOf(typeof(NP_DataSupportorBase)))
                {
                    BsonClassMap.LookupClassMap(type);
                }
            }

            BsonClassMap.LookupClassMap(typeof(NP_BBValue_Int));
            BsonClassMap.LookupClassMap(typeof(NP_BBValue_Bool));
            BsonClassMap.LookupClassMap(typeof(NP_BBValue_Float));
            BsonClassMap.LookupClassMap(typeof(NP_BBValue_String));
            BsonClassMap.LookupClassMap(typeof(NP_BBValue_Vector3));
            BsonClassMap.LookupClassMap(typeof(NP_BBValue_Long));
            BsonClassMap.LookupClassMap(typeof(NP_BBValue_List_Long));
#if SERVER
            DirectoryInfo directory = new DirectoryInfo(NPDataPath);
            FileInfo[]    fileInfos = directory.GetFiles();

            foreach (var fileInfo in fileInfos)
            {
                byte[] mfile = File.ReadAllBytes(fileInfo.FullName);

                if (mfile.Length == 0)
                {
                    Log.Info("没有读取到文件");
                }

                try
                {
                    NP_DataSupportor MnNpDataSupportor = BsonSerializer.Deserialize <NP_DataSupportor>(mfile);

                    Log.Info($"反序列化行为树:{fileInfo.FullName}完成");

                    NpRuntimeTreesDatas.Add(MnNpDataSupportor.RootId, MnNpDataSupportor);
                }
                catch (Exception e)
                {
                    Console.WriteLine(e);
                    throw;
                }
            }
#else
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         skillConfigs       = resourcesComponent.LoadAsset <GameObject>(ABPathUtilities.GetSkillConfigPath("SkillConfigs"));
            foreach (var referenceCollectorData in skillConfigs.GetComponent <ReferenceCollector>().data)
            {
                TextAsset textAsset = skillConfigs.GetTargetObjectFromRC <TextAsset>(referenceCollectorData.key);

                if (textAsset.bytes.Length == 0)
                {
                    Log.Info("没有读取到文件");
                }

                try
                {
                    NP_DataSupportor MnNpDataSupportor = BsonSerializer.Deserialize <NP_DataSupportor>(textAsset.bytes);

                    Log.Info($"反序列化行为树:{referenceCollectorData.key}完成");

                    this.m_NpRuntimeTreesDatas.Add(MnNpDataSupportor.NpDataSupportorBase.NPBehaveTreeDataId, MnNpDataSupportor);
                }
                catch (Exception e)
                {
                    Log.Error(e);
                    throw;
                }
            }
#endif
        }