var prefab = UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(prefabObj);
if (prefab != null)
{
string path = UnityEditor.PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(prefab);
Debug.Log(path);
PrefabUtility.SaveAsPrefabAssetAndConnect(prefabObj, path, InteractionMode.UserAction);
}
else
{
Debug.LogError("此物品没有预制:" + prefabObj);
}