public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        if (Tools.current > Tool.Move)
        {
            Hidden = true;
        }
        else
        {
            Hidden = false;
        }
        cameraSpline = target as CameraSpline;

        if (cameraSpline != null)
        {
            cameraSpline.transform.rotation   = Quaternion.Euler(0, 0, 0);
            cameraSpline.transform.localScale = Vector3.one;
        }
        cameraSpline.GetComponent <BoxCollider>().material  = null;
        cameraSpline.GetComponent <BoxCollider>().isTrigger = true;
        cameraSpline.GetComponent <BoxCollider>().hideFlags = HideFlags.NotEditable;

        // Additional code for the derived class...
        m_BoxBoundsHandle.center = cameraSpline.CameraBoundings.center;
        m_BoxBoundsHandle.size   = cameraSpline.CameraBoundings.size;

        cameraSpline.manualInputBounds = EditorGUILayout.Toggle("Manual Input Bounds", cameraSpline.manualInputBounds);


        if (!cameraSpline.manualInputBounds)
        {
            cameraSpline.SetBoxColliderBounds();
        }
    }
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();
        CameraSpline csScript = (CameraSpline)target;

        GUILayout.BeginHorizontal("box");
        splineNodeIndex = EditorGUILayout.Popup(splineNodeIndex, csScript.GetNodeNameList());
        if (GUILayout.Button("Move Camera"))
        {
            Vector3 newPos = csScript.nodeList[splineNodeIndex].transform.position;
            newPos.z -= csScript.nodeList[splineNodeIndex].followDistance;
            Camera.main.transform.position = newPos;
            Camera.main.transform.rotation = csScript.nodeList[splineNodeIndex].transform.rotation;
        }

        if (GUILayout.Button("Update Node"))
        {
            Vector3 newPos = Camera.main.transform.position;
            newPos.z += csScript.nodeList[splineNodeIndex].followDistance;
            csScript.nodeList[splineNodeIndex].transform.position = newPos;
            csScript.nodeList[splineNodeIndex].transform.rotation = Camera.main.transform.rotation;
        }
        GUILayout.EndHorizontal();
    }