/**
     * Runs basic code to add a tree at runtime. You should implement your own logic and not call this each frame
     * since it will cause a severe FPS drop.
     */
    void Update()
    {
        if (Input.GetMouseButtonDown(0) == false)
        {
            return;
        }

        CritiasFoliage.FoliagePainterRuntime runtime = FindObjectOfType <CritiasFoliage.FoliagePainter>().GetRuntime;

        var types = runtime.GetFoliageTypes();

        CritiasFoliage.FoliageTypeRuntime treeType = default(CritiasFoliage.FoliageTypeRuntime);
        bool foundTree = false;

        for (int i = 0; i < types.Count; i++)
        {
            if (types[i].m_IsGrassType == false)
            {
                treeType  = types[i];
                foundTree = true;
            }
        }

        if (foundTree == false)
        {
            Debug.LogError("Could not find a tree type! Please add it in the inspector!");
            return;
        }

        RaycastHit hit;

        if (Physics.Raycast(transform.position, transform.forward, out hit, 100, ~0))
        {
            if (hit.collider)
            {
                CritiasFoliage.FoliageInstance inst = new CritiasFoliage.FoliageInstance();

                // All the data that we need to set
                inst.m_Position = hit.point;
                inst.m_Scale    = Vector3.one;
                inst.m_Rotation = Quaternion.Euler(0, Random.Range(0, 360), 0);

                runtime.AddFoliageInstance(treeType.m_Hash, inst);
            }
        }
    }
        protected override bool DrawWizardGUI()
        {
            EditorGUILayout.LabelField("Add terrains or objects here: ");

            using (new ScopedLayout(() => { EditorGUILayout.BeginVertical("Box"); }, EBeginMode.BEGIN_HORIZONTAL))
            {
                GameObject possibleTerrains = EditorGUILayout.ObjectField(null, typeof(GameObject), true) as GameObject;

                if (possibleTerrains != null)
                {
                    List <Terrain> terrains = new List <Terrain>();
                    RecursivelyExtractTerrains(possibleTerrains, terrains);

                    for (int i = 0; i < terrains.Count; i++)
                    {
                        Terrain extr = terrains[i];

                        if (m_TerrainsExtract.Contains(extr) == false)
                        {
                            if (extr.GetComponent <Terrain>() != null)
                            {
                                // If it's the first (main) terrain
                                if (m_TerrainsExtract.Count == 0)
                                {
                                    DetailPrototype[] protos = extr.GetComponent <Terrain>().terrainData.detailPrototypes;

                                    if (protos != null && protos.Length > 0)
                                    {
                                        m_TerrainsExtract.Add(extr);
                                    }
                                    else
                                    {
                                        EditorUtility.DisplayDialog("Warning!", "The first added (main) terrain does not have any terrain details!", "Ok");
                                    }
                                }
                                else
                                {
                                    // Check if the same details appear
                                    if (HasSameDetails(m_TerrainsExtract[0].GetComponent <Terrain>(), extr.GetComponent <Terrain>()))
                                    {
                                        m_TerrainsExtract.Add(extr);
                                    }
                                    else
                                    {
                                        EditorUtility.DisplayDialog("Warning!", "The added terrain does not have the same details as the first (main) terrain!", "Ok");
                                    }
                                }
                            }
                            else
                            {
                                EditorUtility.DisplayDialog("Warning!", "You can only extract details from terrains!", "Ok");
                            }
                        }
                    }
                }
            }

            // Display all the detail data
            if (m_TerrainsExtract.Count == 0)
            {
                return(false);
            }

            EditorGUILayout.Space();

            // Extracted terrains
            EditorGUILayout.LabelField("Terrain to extract details from: ");

            // Show the data
            using (new ScopedLayout(() => { EditorGUILayout.BeginVertical("Box"); }, EBeginMode.BEGIN_HORIZONTAL))
            {
                for (int i = 0; i < m_TerrainsExtract.Count; i++)
                {
                    EditorGUILayout.LabelField("(T) " + m_TerrainsExtract[i].name + (i == 0 ? " [Main Details]" : ""));
                }
            }

            EditorGUILayout.Space();

            EditorGUILayout.LabelField("Details mappings: ");

            if (m_Prototypes == null)
            {
                m_Prototypes = m_TerrainsExtract[0].GetComponent <Terrain>().terrainData.detailPrototypes;

                if (m_Prototypes == null || m_Prototypes.Length == 0)
                {
                    FoliageLog.e("No terrain details found!");
                    return(false);
                }

                // Generate the UI data
                m_PrototypesData = new DetailPrototypeData[m_Prototypes.Length];
                for (int i = 0; i < m_PrototypesData.Length; i++)
                {
                    m_PrototypesData[i] = new DetailPrototypeData();
                    m_PrototypesData[i].m_DetailLayer = i;

                    string protoName = m_Prototypes[i].prototype != null ? m_Prototypes[i].prototype.name : m_Prototypes[i].prototypeTexture.name;

                    // Attempt to search through the data to check for a name or something
                    int foundIdx = m_TypesRuntime.FindIndex((x) =>
                    {
                        return(x.m_Name.ToLowerInvariant().Replace(" ", "").Contains(protoName.ToLowerInvariant().Replace(" ", "")));
                    });

                    if (foundIdx >= 0)
                    {
                        m_PrototypesData[i].m_NoneMapping            = false;
                        m_PrototypesData[i].m_FoliageHashMapping     = m_TypesRuntime[foundIdx].m_Hash;
                        m_PrototypesData[i].m_FoliageTypeNameMapping = m_TypesRuntime[foundIdx].m_Name;
                    }
                }
            }

            // Set all the data related to that terrain and stuff
            DetailPrototype[] prototypes = m_Prototypes;

            using (new ScopedLayout(() => { EditorGUILayout.BeginVertical("Box"); }, EBeginMode.BEGIN_VERTICAL))
            {
                for (int i = 0; i < prototypes.Length; i++)
                {
                    DetailPrototype     proto     = prototypes[i];
                    DetailPrototypeData protoData = m_PrototypesData[i];

                    using (new ScopedLayout(() => { EditorGUILayout.BeginVertical(); }, EBeginMode.BEGIN_HORIZONTAL))
                    {
                        string name;

                        if (proto.prototype != null)
                        {
                            name = proto.prototype.name;
                        }
                        else
                        {
                            name = proto.prototypeTexture.name;
                        }

                        // Each prototype data
                        using (new ScopedLayout(() => { EditorGUILayout.BeginHorizontal(); }, EBeginMode.BEGIN_HORIZONTAL))
                        {
                            protoData.m_ShouldExtract = EditorGUILayout.Toggle(new GUIContent("Extract: [" + name + "]", "If we should extract that type"), protoData.m_ShouldExtract);

                            if (protoData.m_ShouldExtract)
                            {
                                EditorGUILayout.LabelField("as: ", GUILayout.Width(30));

                                bool dropdown = EditorGUILayout.DropdownButton(new GUIContent(protoData.m_NoneMapping ? "None" : protoData.m_FoliageTypeNameMapping,
                                                                                              "To what foliage type this detail will be changed transformed when extracting from the terrain"), FocusType.Passive);

                                if (dropdown)
                                {
                                    GenericMenu menu = new GenericMenu();

                                    menu.AddItem(new GUIContent("None"), protoData.m_NoneMapping, (object obj) =>
                                    {
                                        protoData.m_NoneMapping = true;
                                    }, null);

                                    menu.AddSeparator("");

                                    for (int r = 0; r < m_TypesRuntime.Count; r++)
                                    {
                                        FoliageTypeRuntime rt = m_TypesRuntime[r];
                                        bool on = protoData.m_NoneMapping == false && protoData.m_FoliageHashMapping == rt.m_Hash;

                                        menu.AddItem(new GUIContent(rt.m_Name), on, (object obj) =>
                                        {
                                            protoData.m_NoneMapping            = false;
                                            protoData.m_FoliageHashMapping     = ((FoliageTypeRuntime)obj).m_Hash;
                                            protoData.m_FoliageTypeNameMapping = ((FoliageTypeRuntime)obj).m_Name;
                                        }, rt);
                                    }

                                    menu.ShowAsContext();
                                }
                            }
                        }

                        if (protoData.m_ShouldExtract)
                        {
                            protoData.m_ExtractedDensity = EditorGUILayout.Slider(new GUIContent("[" + name + "] Density [0..1]",
                                                                                                 "A multiplier for the count of extracted details from the terrain. 1 means extract all instances, 0.5 means extract half of them, 0 extract none. " +
                                                                                                 "Use mostly for extracted grass, but not details like rocks or anything else like that. Since on the terrain we only have a lot of billboards as " +
                                                                                                 "grass and we might map them to some 3D mesh clumps it's higly likely that we will only need a half (0.5) or a third (0.3) of that existing terrain data. "),
                                                                                  protoData.m_ExtractedDensity, 0, 1);
                        }
                    }
                }
            }

            EditorGUILayout.Space();

            // Settings
            EditorGUILayout.LabelField("Settings: ");
            using (new ScopedLayout(() => { EditorGUILayout.BeginVertical("Box"); }, EBeginMode.BEGIN_VERTICAL))
            {
                m_DisableAfterExtraction = EditorGUILayout.Toggle(new GUIContent(
                                                                      "Disable After Extraction",
                                                                      "If we should disable the details after we extracted them from the terrain. This will will set 'Terrain.drawTreesAndFoliage' to false."),
                                                                  m_DisableAfterExtraction, GUILayout.ExpandWidth(true));

                bool deleteAfterExtraction = EditorGUILayout.Toggle(new GUIContent(
                                                                        "Delete After Extraction",
                                                                        "If this is checked it will delete all the details that were extracted. Will delete the extracted details. Not advisable!"),
                                                                    m_DeleteAfterExtraction, GUILayout.ExpandWidth(true));

                if (m_DeleteAfterExtraction != deleteAfterExtraction)
                {
                    if (deleteAfterExtraction)
                    {
                        bool sure = EditorUtility.DisplayDialog("Warning",
                                                                "Setting this to true will delete all the extracted details from the terrain! " +
                                                                "Not recomended if you want to try multiple iterations! Are you sure?",
                                                                "Yes", "No");

                        if (sure)
                        {
                            m_DeleteAfterExtraction = true;
                        }
                    }
                    else
                    {
                        m_DeleteAfterExtraction = deleteAfterExtraction;
                    }
                }
            }

            return(false);
        }