public override void OnInspectorGUI()
    {
        FloatIslandGen mapGen = (FloatIslandGen)target;

        bool defaultInspect = DrawDefaultInspector();

        if (defaultInspect)
        {
            if (mapGen.autoUpdate)
            {
                mapGen.Refresh();
            }
        }

        if (GUILayout.Button("Generate"))
        {
            mapGen.Refresh();
        }

        isFold1 = EditorGUILayout.Foldout(isFold1, "Show bot Textures");
        if (isFold1)
        {
            GUILayout.Label("noiseTexture");
            GUILayout.Label(mapGen.botIsland.noiseTexture);


            GUILayout.Label("colorTexture");
            GUILayout.Label(mapGen.botIsland.colorTexture);

            GUILayout.Label("falloffTexture");
            GUILayout.Label(mapGen.botIsland.fallOffTexture);
        }

        isFold2 = EditorGUILayout.Foldout(isFold2, "Show top Textures");
        if (isFold2)
        {
            GUILayout.Label("noiseTexture");
            GUILayout.Label(mapGen.topIsland.noiseTexture);


            GUILayout.Label("colorTexture");
            GUILayout.Label(mapGen.topIsland.colorTexture);

            GUILayout.Label("falloffTexture");
            GUILayout.Label(mapGen.topIsland.fallOffTexture);
        }

        if (mapGen.useRiver)
        {
            GUILayout.Label("River Map");
            GUILayout.Label(mapGen.riverTexture);
        }

        /*
         * Texture2D myTexture = AssetPreview.GetAssetPreview(object);
         * GUILayout.Label(myTexture);
         */
    }
    public void Refresh()
    {
        if (gen.topIsland.fallOffMap == null)
        {
            Debug.LogWarning("Island not generated before, did it for you");
            gen.Refresh();
        }

        DestroyChilds(genTransform);

        List <Vector3> vs = PlaceTrees2(gen.mapChunkSize, gen.mapChunkSize, gen.seed, R, gen.topIsland.fallOffMap);

        DestroyChilds(genTransform);
        InstantiateTrees(vs);
    }