// Recreate the control variables window
    public void RefreshVariablesWindow()
    {
        if (m_editorWindow == null)
        {
            return;
        }

        Rect winPos = m_editorWindow.position;
        Rect rect = new Rect(-5, winPos.height - 200, 230, 115);
        if (m_selectedAnimationTree != null)
        {
            bool selected = false;
            if ( ActiveWindow == m_controlVarsWindow && ActiveWindow != null )
            {
                selected = true;
            }

            m_controlVarsWindow = new ControlVariablesWindow(rect, m_selectedAnimationTree.m_controlVarsNode);
            m_Windows.Add(m_controlVarsWindow);

            if (selected)
            {
                m_controlVarsWindow.Active = true;
            }
        }
    }
    // Draw the GUI used for selecting animation trees
    void DrawAnimTreeSelectionGUI()
    {
        EditorGUIUtility.LookLikeControls ();

        string[] trees = new string[m_activeAnimationTrees.Length + 2];
        trees[0] = "None";
        trees[1] = "";

        int counter = 2;
        int selected = 0;
        foreach (AnimationTree tree in m_activeAnimationTrees)
        {
            if (tree != null)
            {
                trees[counter] = tree.name;
                if (m_selectedAnimationTree == tree)
            {
                    selected = counter;
                }
                counter++;
            }
        }

        GUILayout.Label("Animation Tree:", GUILayout.ExpandWidth(false));
        int newSel = EditorGUILayout.Popup(selected, trees, GUILayout.ExpandWidth(false));
        if (newSel != selected)
        {
            if (newSel <= 1)
            {
                Selection.activeGameObject = null;
            }
            else
            {
                Selection.activeGameObject = m_activeAnimationTrees[newSel-2].gameObject;
            }
            m_controlVarsWindow = null;
            m_activeContainer = null;
            m_selectedAnimationTree = null;
            m_Windows.Clear();
        }
    }