private void CreateRef()
        {
            if (_resource.Children.Count < 8)
            {
                MDL0MaterialRefNode node = new MDL0MaterialRefNode();
                _resource.AddChild(node);
                node.Default();
                _resource.SignalPropertyChange();

                //if (node.Model.AutoMetalMaterials && ((MDL0MaterialNode)node.Parent).MetalMaterial != null)
                //    ((MDL0MaterialNode)node.Parent).MetalMaterial.UpdateAsMetal();

                Nodes[Nodes.Count - 1].EnsureVisible();
                //TreeView.SelectedNode = Nodes[Nodes.Count - 1];
            }
        }
        public override ResourceNode Duplicate()
        {
            if (_resource is MDL0MaterialRefNode matRef && matRef.Model != null)
            {
                MDL0MaterialRefNode matRef2 = new MDL0MaterialRefNode();
                matRef.Parent.InsertChild(matRef2, true, matRef.Index + 1);
                matRef2.Default();
                // Misc
                matRef2.Name    = matRef.Name;
                matRef2.Texture = matRef.Texture;
                matRef2.Palette = matRef.Palette;
                // Texture Coordinates
                matRef2.Scale       = matRef.Scale;
                matRef2.Rotation    = matRef.Rotation;
                matRef2.Translation = matRef.Translation;
                // Texture Matrix Effect
                matRef2.HasTextureMatrix = matRef.HasTextureMatrix;
                matRef2.SCN0RefCamera    = matRef.SCN0RefCamera;
                matRef2.SCN0RefLight     = matRef.SCN0RefLight;
                // Texture Reference
                matRef2.UWrapMode        = matRef.UWrapMode;
                matRef2.VWrapMode        = matRef.VWrapMode;
                matRef2.MinFilter        = matRef.MinFilter;
                matRef2.MagFilter        = matRef.MagFilter;
                matRef2.LODBias          = matRef.LODBias;
                matRef2.MaxAnisotropy    = matRef.MaxAnisotropy;
                matRef2.ClampBias        = matRef.ClampBias;
                matRef2.TexelInterpolate = matRef.TexelInterpolate;
                // XF TexGen Flags
                matRef2.Projection   = matRef.Projection;
                matRef2.InputForm    = matRef.InputForm;
                matRef2.Type         = matRef.Type;
                matRef2.Coordinates  = matRef.Coordinates;
                matRef2.EmbossSource = matRef.EmbossSource;
                matRef2.EmbossLight  = matRef.EmbossLight;
                matRef2.Normalize    = matRef.Normalize;

                return(matRef2);
            }

            return(null);
        }