private static void CleanUpSelection()
        {
            string _path = Application.dataPath;

            string[] _files = Directory.GetFiles(Application.dataPath, "*.prefab", SearchOption.AllDirectories);

            List <GameObject> _objs = new List <GameObject>();

            for (int i = 0; i < _files.Length; i++)
            {
                string _one = "Assets" + Utility.MakeUnifiedDirectory(_files[i]).Replace(Application.dataPath, string.Empty);
                _objs.Add(AssetDatabase.LoadAssetAtPath <GameObject>(_one));
            }

            for (int i = 0; i < _objs.Count; ++i)
            {
                EditorUtility.DisplayProgressBar("Checking", _objs[i].name, (float)i / (float)_objs.Count);
                GameObject   _gameObject = _objs[i] as GameObject;
                GameObject[] _gs         = UtilityUnity.GetAllChild(_gameObject);
                for (int j = 0; j < _gs.Length; j++)
                {
                    CleanUpAsset(_gs[j]);
                }
                AssetDatabase.SaveAssets();
            }
            EditorUtility.ClearProgressBar();
            AssetDatabase.Refresh();
        }
        public void Refresh()
        {
            GameObject[] _gs     = UtilityUnity.GetAllChild(this.gameObject);
            Renderer     _render = null;

            for (int i = 0; i < _gs.Length; i++)
            {
                _render = _gs[i].GetComponent <Renderer>();
                if (_render)
                {
                    if (relyon != UILayers.Base)
                    {
                        _render.sortingOrder = (int)relyon + order;
                    }
                    else
                    {
                        _render.sortingOrder = order;
                    }
                }
            }
        }