/// 删除指定节点的所有子

/// </summary>
/// <param name="go"></param>
public static void ClearChildren(GameObject go, bool saveInactiveChild = false)
{
     for (int i = 0; i < go.transform.childCount; i++)
     {
           GameObject child = go.transform.GetChild(i).gameObject;
           if (saveInactiveChild && (!child.activeSelf))
           {
                continue;
           }
           GameObject.Destroy(child);
     }
}

//创建子节点
public static GameObject AddChild(GameObject parent, GameObject prefab)
{
      GameObject go = GameObject.Instantiate(prefab) as GameObject;
      if (go != null && parent != null)
      {
            Transform t = go.transform;
            t.transform.SetParent(parent.transform);        
            t.localPosition = Vector3.zero;
            t.localRotation = Quaternion.identity;
            t.localScale = Vector3.one;
            go.layer = parent.layer;
      }
      return go;
}