void OnEnable()
    {
        CTS_Data = AssetDatabase.LoadAssetAtPath("Assets/ClickToFormat/Resources/UI_Styles.asset",typeof(CTS_Helper)) as CTS_Helper;
        //		if(_FC == null)
        //		{
        //			//Checks for folder
        //			if(!System.IO.Directory.Exists(Application.dataPath + "/../Assets/ClickToFormat/Resources/"))
        //				AssetDatabase.CreateFolder("Assets/ClickToFormat","Resources");
        //
        //			_FC = ScriptableObject.CreateInstance<FormattingList>();
        //			EditorUtility.SetDirty(_FC);
        //			AssetDatabase.CreateAsset(_FC,"Assets/ClickToFormat/Resources/UI_Styles.asset");
        //			AssetDatabase.SaveAssets();
        //			AssetDatabase.Refresh();
        //			//_FC = (FormattingListsAsset)Resources.Load("UI_Styles.asset");
        //		}

        imageList = CTS_Data.imageList;
        textList = CTS_Data.textList;
    }
    // Use this for initialization
    void Start()
    {
        //ensure only runs in edit mode
        if(Application.isPlaying)
        {
            this.enabled = false;
        }

        if(useThisImageList == null)
            useThisImageList = new List<bool>();
        if(useThisTextList == null)
            useThisTextList = new List<bool>();

        imageList.Clear();
        textList.Clear();

        CTS_Data = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/ClickToFormat/Resources/UI_Styles.asset",typeof(CTS_Helper)) as CTS_Helper;

        text = this.GetComponent<Text>();
        image = this.GetComponent<Image>();

        if (text != null)
            hasText = true;
        if (image != null)
            hasImage = true;
    }