void OnGUI()
        {
            if (!IsReady())
            {
                EditorGUILayout.HelpBox("DaggerfallUnity instance not ready. Have you set your Arena2 path?", MessageType.Info);
                return;
            }

            EditorGUILayout.Space();
            bankType = (NameHelper.BankTypes)EditorGUILayout.EnumPopup(new GUIContent("Type"), bankType);
            gender   = (Genders)EditorGUILayout.EnumPopup(new GUIContent("Gender"), gender);
            seed     = EditorGUILayout.IntField(new GUIContent("Seed"), seed);
            count    = EditorGUILayout.IntField(new GUIContent("Count"), count);
            if (GUILayout.Button("Generate Names"))
            {
                if (seed != -1)
                {
                    DFRandom.srand(seed);
                }

                generatedNames.Clear();
                for (int i = 0; i < count; i++)
                {
                    generatedNames.Add(nameHelper.FullName(bankType, gender));
                }
            }

            scrollPos = GUILayoutHelper.ScrollView(scrollPos, () =>
            {
                for (int i = 0; i < generatedNames.Count; i++)
                {
                    EditorGUILayout.SelectableLabel(generatedNames[i], EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
                }
            });
        }
        public static int[] RandomTextureTableClassic(int seed, int randomDungeonTextures = 0)
        {
            byte[]  climateTextureArchiveIndices = { 0, 0, 1, 4, 4, 0, 3, 3, 3, 0 };
            short[] climateTextureArchives;
            if (randomDungeonTextures == 0)
            {
                climateTextureArchives = new short[] { 19, 119, 319, 419, 119 }
            }
            ;                                                                    // Values from classic, used in classic algorithm
            else
            {
                climateTextureArchives = new short[] { 19, 119, 119, 319, 419 }
            };                                                                   // Values for climate-based algorithm. Index 2 (unused) is a dummy value.

            int climate = Game.GameManager.Instance.PlayerGPS.CurrentClimateIndex;

            if (climate == (int)MapsFile.Climates.Ocean)
            {
                climate = (int)MapsFile.Climates.Swamp;
            }

            int classicIndexValue      = Game.Utility.TravelTimeCalculator.climateIndices[climate - (int)MapsFile.Climates.Ocean];
            int climateBasedIndexValue = climate - (int)MapsFile.Climates.Desert;

            int climateTextureArchiveIndex;

            if (randomDungeonTextures == 0) // classic algorithm
            {
                climateTextureArchiveIndex = climateTextureArchiveIndices[classicIndexValue];
            }
            else // climate-based algorithm
            {
                climateTextureArchiveIndex = climateTextureArchiveIndices[climateBasedIndexValue];
            }

            int textureArchiveOffset;

            DFRandom.srand(seed);
            int[] textureTable = new int[TableLength];

            // In classic, if climateTextureArchiveIndex is 1 here (only happens with rainforest climate), the following loop is skipped and
            // a dungeon in that climate will have the texture table of the last visited dungeon or, if no dungeons
            // had been visited since starting the program, the default dungeon textures. This seems like it must just be a bug, so the
            // recreation of the classic algorithm here assigns textures even if climateTextureArchiveIndex is 1.
            for (int i = 0; i < 5; ++i)
            {
                textureArchiveOffset = DFRandom.random_range_inclusive(0, 4);
                if (textureArchiveOffset == 2) // invalid
                {
                    textureArchiveOffset = 4;
                }
                textureTable[i] = climateTextureArchives[climateTextureArchiveIndex] + textureArchiveOffset;
            }

            textureTable[5] = (int)DFLocation.ClimateTextureSet.Interior_Sewer + 100 * climateTextureArchiveIndices[climateBasedIndexValue];
            return(textureTable);
        }