public void OnRefreshView()
        {
            //Set the toggle group to values off.
            FilesLayoutGroup.SetAllTogglesOff();

            //Lets go through and get the list of levels in the selected library.
            //And activate icons accordinly.
            for (int i = 0; i < GameLibrary.ActiveLibrary.LibrarySize; i++)
            {
                //Go through and label the files.
                //reference the current icon.
                FileIconToggle file = _iconList[i];

                //Set the label.
                file.Label = GameLibrary.GetObjectStackFromActiveLibraryAtIndex(i).name; //library.GetAtIndexAtSelectedLibrary(i).name;

                //Set the index value of the toggle.
                file.IndexReference = i;

                //Maybe we set the icon, depending on library?

                //Enable the obeject.
                file.gameObject.SetActive(true);
            }


            //Do we test if we ran out of icons in the cache to activate? Maybe somewhere.
        }
        public override void OnInit()
        {
            //Call base init.
            base.OnInit();


            //lets create that cache now.

            //Start by creating the list.
            _iconList = new List <FileIconToggle>();

            //Then we go through and create and disable the amount of icons we going to cache.
            for (int i = 0; i < fileIconCacheAmount; i++)
            {
                //Instanutate from the template here.
                //Setting the parent within the call.
                FileIconToggle file = Instantiate(templateIcon, FilesLayout.transform) as FileIconToggle;

                //push onto the list here.
                _iconList.Add(file);

                //Lets also disable them.
                //No need to set values here as they are set on refresh call.
                file.gameObject.SetActive(false);

                //Let us set the group.
                file.MyToggleGroup = FilesLayoutGroup;

                //Set the highlight color.
                //file.HighlightColor = _handler.SystemWindowColor;

                //And that should be it. List created and obtained.
            }

            //update the dropdown based on whats in our library.
            List <string> library_list = new List <string>();

            foreach (StackLibrary lib in GameLibrary.AvailableLibraries)
            {
                library_list.Add(lib.name);
            }

            LibraryDropDownList.AddOptions(library_list);
        }