public override void OnInspectorGUI()
        {
            //OverrideLogoTextureName = "SectionBanner_VegetationStudioManager";
            HelpTopic = "vegetation-studio-manager";
            LargeLogo = true;
            _vegetationStudioManager = (VegetationStudioManager)target;
            base.OnInspectorGUI();

            if (_vegetationStudioManager.HasSleepingVegetationSystems())
            {
                GUILayout.BeginVertical("box");
                var   oldColor        = GUI.backgroundColor;
                Color backgroundColor = new Color(110f / 255f, 235f / 255f, 110f / 255f);

                GUI.backgroundColor = backgroundColor;
                if (GUILayout.Button("Start all Vegetation Systems", GUILayout.Height(35)))
                {
                    _vegetationStudioManager.WakeUpVegetationSystems();
                }
                GUI.backgroundColor = oldColor;
                EditorGUILayout.HelpBox("Vegetation Studio starts in sleep mode when scene loads in editor. In playmode and builds it starts as normal.", MessageType.Info);

                GUILayout.EndVertical();
            }

            EditorGUILayout.HelpBox(
                "Vegetation System Manager will manage all Vegetation, Terrain, Collider, Masks and Billboard Systems in the scene. Only one instance per scene.",
                MessageType.Info);

            GUILayout.BeginVertical("box");
            EditorGUILayout.LabelField("Vegetation systems", LabelStyle);
            EditorGUI.BeginDisabledGroup(true);
            for (int i = 0; i <= _vegetationStudioManager.VegetationSystemList.Count - 1; i++)
            {
                EditorGUILayout.ObjectField("Vegetation System", _vegetationStudioManager.VegetationSystemList[i],
                                            typeof(VegetationSystem), true);
            }
            EditorGUI.EndDisabledGroup();
            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            EditorGUILayout.LabelField("Terrain systems", LabelStyle);
            EditorGUI.BeginDisabledGroup(true);
            for (int i = 0; i <= _vegetationStudioManager.TerrainSystemList.Count - 1; i++)
            {
                EditorGUILayout.ObjectField("Terrain System", _vegetationStudioManager.TerrainSystemList[i],
                                            typeof(TerrainSystem), true);
            }
            EditorGUI.EndDisabledGroup();
            GUILayout.EndVertical();
        }