void AddItem()
    {
        LevelSplinePoint newItem = new LevelSplinePoint();

        newItem.points = new List <Vector3>();

        int prevI     = splinePoints.pointsList.Count - 1;
        int prevPrevI = splinePoints.pointsList.Count - 2;

        if (prevI >= 0)
        {
            if (splinePoints.pointsList[prevI].points.Count > 0)
            {
                newItem.points.Add(splinePoints.pointsList[prevI].points[0]);
            }
            if ((prevPrevI > 0) && (splinePoints.pointsList[prevPrevI].points.Count > 0))
            {
                Vector3 dir = splinePoints.pointsList[prevI].points[0] - splinePoints.pointsList[prevPrevI].points[0];
                newItem.points[0] += splinePoints.distance * dir.normalized;
            }
        }
        else
        {
            newItem.points.Add(Vector3.zero);
        }

        /*
         * if (splinePoints.pointsList.Count >= 2)
         * {
         *  Vector3 dir =
         * }
         */
        splinePoints.pointsList.Add(newItem);
        viewIndex = splinePoints.pointsList.Count - 1;
    }
    private void OnSceneGUI(SceneView sceneView)
    {
        if (splinePoints.pointsList.Count <= 0)
        {
            return;
        }

        //if (splinePoints.activeIndex < 0)
        //    return;

        //Transform handleTransform = new Transform();
        //Quaternion handleRotation = Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity;

        Handles.color = Color.blue;
        LevelSplinePoint currPoint = null;
        LevelSplinePoint prevPoint = null;

        for (int i = 0; i < splinePoints.pointsList.Count; i++)
        {
            currPoint = splinePoints.pointsList[i];
            if (i > 0)
            {
                prevPoint = splinePoints.pointsList[i - 1];
            }

            if (currPoint != null)
            {
                for (int j = 0; j < currPoint.points.Count; j++)
                {
                    Vector3    position = currPoint.points[j];
                    Quaternion rotation = Quaternion.identity;

                    // Connect points with line
                    if (prevPoint != null)
                    {
                        Vector3 prevPosition;

                        // Get available point from prev SlinePoint
                        if (j < prevPoint.points.Count)
                        {
                            prevPosition = prevPoint.points[j];
                        }
                        else
                        {
                            if (prevPoint.points.Count > 0)
                            {
                                prevPosition = prevPoint.points[prevPoint.points.Count - 1];
                            }
                            else
                            {
                                continue;
                            }
                        }

                        Handles.DrawLine(position, prevPosition);

                        // If we draw last point - connect all other points from prev point
                        if (j == currPoint.points.Count - 1)
                        {
                            for (int k = currPoint.points.Count; k < prevPoint.points.Count; k++)
                            {
                                Handles.DrawLine(position, prevPoint.points[k]);
                            }
                        }
                    }

                    Handles.SphereCap(j, position, rotation, 0.5f);

                    if (i == viewIndex)
                    {
                        EditorGUI.BeginChangeCheck();
                        position = Handles.DoPositionHandle(position, rotation);
                        if (EditorGUI.EndChangeCheck())
                        {
                            Undo.RecordObject(splinePoints, "Move Point");
                            EditorUtility.SetDirty(splinePoints);
                            currPoint.points[j] = position;
                        }
                        //ChangePointCoordinates(handleTransform.InverseTransformPoint(position));

                        /*EditorGUI.BeginChangeCheck();
                         * rotation = Handles.RotationHandle(rotation, pointInWorldSpace);
                         * if (EditorGUI.EndChangeCheck())
                         *  ChangePointRotation(rotation);*/
                    }
                }
            }
        }
    }