private void OnEnable()
        {
            m_Grid = (EF_Grid_System)target;
            SceneView.onSceneGUIDelegate += UpdateGrid;
            m_gridRows     = serializedObject.FindProperty("m_gridRows");
            m_gridCollumns = serializedObject.FindProperty("m_gridCollumns");
            m_gridColor    = serializedObject.FindProperty("m_gridColor");

            //dictCount = m_Target.m_cellDirectory.Count;
            //m_cell = serializedObject.FindProperty("m_cell");
            m_occupiedMaterial = serializedObject.FindProperty("m_occupiedMaterial");
            m_validMaterial    = serializedObject.FindProperty("m_validMaterial");
            //m_drawAllTiles = serializedObject.FindProperty("m_drawAllTiles");
            Tools.current  = Tool.View;
            Tools.viewTool = ViewTool.FPS;
        }
        public EF_Grid_Cell(EF_Grid_System grid, int collumn, int row)
        {
            m_grid = grid;
            var m_cellWidth  = m_grid.m_cellWidth;
            var m_cellHeight = m_grid.m_cellWidth;
            var tile         = GameObject.CreatePrimitive(PrimitiveType.Cube);

            var m_cellScript = tile.AddComponent <EF_Grid_Cell>();

            tile.transform.parent   = grid.transform;
            tile.transform.position = grid.transform.position + new Vector3(collumn * m_cellHeight - m_cellHeight / 2, 0, row * m_cellWidth - m_cellWidth / 2);
            m_cellScript.transform.SetParent(tile.transform);
            var m_position = new Vector3(tile.transform.localPosition.x / m_cellWidth, m_grid.transform.localPosition.y, tile.transform.localPosition.z / m_cellHeight);

            m_position = new Vector3((int)Math.Round(m_position.x, 5, MidpointRounding.ToEven), 0, (int)Math.Round(m_position.z, 5, MidpointRounding.ToEven));
            var m_collumn = (int)m_position.x;
            var m_row     = (int)m_position.z;

            tile.name = string.Format("Cell_{0}_{1}", collumn, row);
            tile.GetComponent <Renderer>().sharedMaterial.CopyPropertiesFromMaterial(grid.m_occupiedMaterial);
        }