/// <summary>
    /// Removes the node.
    /// </summary>
    /// <param name="entry">Entry.</param>
    public void RemoveNode(LocalisationTextElement entry)
    {
        List <LocalisationTextElement> languageList = new List <LocalisationTextElement>(myController.Contents);

        languageList.Remove(entry);

        myController.Contents = languageList.ToArray();
        languageList          = null;
    }
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        // Update the serializedProperty - always do this in the beginning of OnInspectorGUI.
        serializedObject.Update();

        // --- VIEW ---
        EditorGUILayout.Space();

        if (myController.Contents != null)
        {
            for (int i = 0; i < myController.Contents.Length; i++)
            {
                EditorGUILayout.BeginHorizontal();

                LocalisationTextElement entry = myController.Contents[i];

                entry.isoCode = EditorGUILayout.TextField(entry.isoCode);
                entry.text    = EditorGUILayout.TextField(entry.text);

                myController.Contents[i] = entry;

                EditorGUILayout.EndHorizontal();
            }
        }

        // --- Controls ---
        Undo.RecordObject(target, "Generate LocalisationText");

        // Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI.
        serializedObject.ApplyModifiedProperties();

        // --- List of Localisation Elements ---
        //localisationObjects = GameObject.FindObjectsOfType<ILocalizedObject>();
        //Debug.Log(localisationObjects.Length);
    }