public void UpdateShadowsQuality(MenuSettings.ShadowQuality shadowQuality)
        {
            int lightIndex = (int)shadowQuality;

            for (int i = 0; i < 4; i++)
            {
                if (i == lightIndex)
                {
                    sun[i].gameObject.SetActive(true);
                }
                else
                {
                    sun[i].gameObject.SetActive(false);
                }
            }
        }
        public void DrawMenuSettings(SerializedProperty sett, string label, uint expandSpace = 0)
        {
            sett.isExpanded = EditorGUILayout.Foldout(sett.isExpanded, label);

            if (sett.isExpanded)
            {
                EditorGUI.indentLevel++;

                settingsFileName.stringValue = EditorGUILayout.TextField("File Name", settingsFileName.stringValue);

                SerializedProperty volume               = sett.FindPropertyRelative("volume");
                SerializedProperty shadows              = sett.FindPropertyRelative("shadows");
                SerializedProperty shadowsQuality       = sett.FindPropertyRelative("shadowsQuality");
                SerializedProperty antiAliasing         = sett.FindPropertyRelative("antiAliasing");
                SerializedProperty anisotropicFiltering = sett.FindPropertyRelative("anisotropicFiltering");
                SerializedProperty realTimeReflections  = sett.FindPropertyRelative("realTimeReflections");
                SerializedProperty vSync      = sett.FindPropertyRelative("vSync");
                SerializedProperty resolution = sett.FindPropertyRelative("resolution");
                SerializedProperty fullScreen = sett.FindPropertyRelative("fullScreen");

                MenuSettings.Shadow        shadowsE        = (MenuSettings.Shadow)shadows.enumValueIndex;
                MenuSettings.ShadowQuality shadowsQualityE = (MenuSettings.ShadowQuality)shadowsQuality.enumValueIndex;
                MenuSettings.AntiAliasing  antiAliasingE   = (MenuSettings.AntiAliasing)antiAliasing.enumValueIndex;
                AnisotropicFiltering       AF     = (AnisotropicFiltering)anisotropicFiltering.enumValueIndex;
                MenuSettings.VSync         vSyncE = (MenuSettings.VSync)vSync.enumValueIndex;

                volume.floatValue = EditorGUILayout.Slider("Volume", volume.floatValue, 0, 1);

                shadowsE = (MenuSettings.Shadow)EditorGUILayout.EnumPopup("Shadows", shadowsE);

                EditorGUILayout.BeginHorizontal();

                EditorGUILayout.LabelField("Shadows Quality");
                shadowsQualityE = (MenuSettings.ShadowQuality)EditorGUILayout.EnumPopup(shadowsQualityE);

                EditorGUILayout.EndHorizontal();

                antiAliasingE = (MenuSettings.AntiAliasing)EditorGUILayout.EnumPopup("AntiAliasing", antiAliasingE);

                EditorGUILayout.BeginHorizontal();

                EditorGUILayout.LabelField("Anisotropic Filtering");

                AF = (AnisotropicFiltering)EditorGUILayout.EnumPopup(AF);

                EditorGUILayout.EndHorizontal();

                shadows.enumValueIndex              = (int)shadowsE;
                shadowsQuality.enumValueIndex       = (int)shadowsQualityE;
                antiAliasing.enumValueIndex         = (int)antiAliasingE;
                anisotropicFiltering.enumValueIndex = (int)AF;

                EditorGUILayout.BeginHorizontal();

                EditorGUILayout.LabelField("RealTime Reflections");
                realTimeReflections.boolValue = EditorGUILayout.Toggle(realTimeReflections.boolValue);

                EditorGUILayout.EndHorizontal();

                vSyncE = (MenuSettings.VSync)EditorGUILayout.EnumPopup("V-Sync", vSyncE);
                vSync.enumValueIndex = (int)vSyncE;

                resolution.intValue  = EditorGUILayout.IntField("Resolution Index", resolution.intValue);
                fullScreen.boolValue = EditorGUILayout.Toggle("Full Screen", fullScreen.boolValue);

                EditorGUI.indentLevel--;

                InspectorTools.Space(expandSpace);
            }
        }