public override void OnInspectorGUI()
        {
            _biomeMaskArea          = (BiomeMaskArea)target;
            OverrideLogoTextureName = "Banner_BiomeMaskArea";
            base.OnInspectorGUI();

            EditorGUIUtility.labelWidth = 200;

            GUILayout.BeginVertical("box");
            EditorGUILayout.HelpBox("Create the area where you want to modify the vegetation, you can remove and/or include vegetation types", MessageType.Info);
            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            if (_biomeMaskArea.enabled)
            {
                EditorGUILayout.LabelField("Insert Node: Ctrl-Click", LabelStyle);
                EditorGUILayout.LabelField("Delete Node: Ctrl-Shift-Click", LabelStyle);
                EditorGUILayout.LabelField("Toggle edge: Ctrl-Alt-Click", LabelStyle);
                EditorGUILayout.HelpBox("Edges betwee 2 disabled edge nodes will not be included when calculating edge distance in rules and blending.", MessageType.Info);
            }
            else
            {
                EditorGUILayout.HelpBox("Enable mask to edit nodes", MessageType.Info);
            }

            if (_biomeMaskArea.Nodes.Count < 4)
            {
                EditorGUILayout.HelpBox("There has to be at least 3 nodes to define the area", MessageType.Warning);
            }
            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            EditorGUI.BeginChangeCheck();
            _biomeMaskArea.ShowArea    = EditorGUILayout.Toggle("Show Area", _biomeMaskArea.ShowArea);
            _biomeMaskArea.ShowHandles = EditorGUILayout.Toggle("Show Handles", _biomeMaskArea.ShowHandles);

            if (EditorGUI.EndChangeCheck())
            {
                SetMaskDirty();
            }

            GUILayout.BeginVertical("box");
            EditorGUILayout.HelpBox("Select ground layers that will be used for selection when adding and moving masks. These will be used in addition to unity terrains.", MessageType.Info);
            _biomeMaskArea.GroundLayerMask = LayerMaskField("Ground Layers", _biomeMaskArea.GroundLayerMask);
            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            if (GUILayout.Button("Generate splatmap"))
            {
                VegetationStudioManager.GenerateSplatMap();
            }
            EditorGUILayout.HelpBox("This will generate the splatmaps with biomes for all Terrains based on current rules in the vegetation packages.", MessageType.Info);

            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            EditorGUILayout.LabelField("Vegetation Blend settings", LabelStyle);

            if (_distanceCurveEditor.EditCurves(_biomeMaskArea.BlendCurve, _biomeMaskArea.InverseBlendCurve, this))
            {
                SetMaskDirty();
            }

            EditorGUILayout.LabelField("Texture Blend settings", LabelStyle);

            if (_distanceCurveEditor.EditCurve(_biomeMaskArea.TextureBlendCurve, this))
            {
                SetMaskDirty();
            }

            EditorGUILayout.HelpBox("The blend curve defines how the edge area(within distance) will blend against the main biome. Green is for the selected biome. Red the main biome.", MessageType.Info);

            EditorGUI.BeginChangeCheck();
            _biomeMaskArea.BlendDistance =
                EditorGUILayout.Slider("Blend distance", _biomeMaskArea.BlendDistance, 0, 300f);
            _biomeMaskArea.UseNoise   = EditorGUILayout.Toggle("Use noise", _biomeMaskArea.UseNoise);
            _biomeMaskArea.NoiseScale = EditorGUILayout.Slider("Noise scale", _biomeMaskArea.NoiseScale, 1, 500);
            EditorGUILayout.HelpBox("When enabled noise will be used in addition to the fallout curve to create the edge blend values.", MessageType.Info);
            GUILayout.EndVertical();
            if (EditorGUI.EndChangeCheck())
            {
                SetMaskDirty();
            }

            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            EditorGUILayout.LabelField("Mask settings", LabelStyle);
            EditorGUI.BeginChangeCheck();
            _biomeMaskArea.MaskName  = EditorGUILayout.TextField("Mask Name", _biomeMaskArea.MaskName);
            _biomeMaskArea.BiomeType =
                (BiomeType)EditorGUILayout.EnumPopup("Select biome", _biomeMaskArea.BiomeType);
            if (EditorGUI.EndChangeCheck())
            {
                SetMaskDirty();
            }
            GUILayout.EndVertical();
        }