/// <summary>
        /// Draws the inspector.
        /// </summary>
        new public static MovementVariable[] DrawInspector(MovementVariable[] movementData, ref bool showDetails, Character target)
        {
            if (movementData == null || movementData.Length != MovementVariableCount)
            {
                movementData = new MovementVariable[MovementVariableCount];
            }

            // Climb speed
            if (movementData[ClimbUpSpeedIndex] == null)
            {
                movementData[ClimbUpSpeedIndex] = new MovementVariable(DefaultClimbUpSpeed);
            }
            movementData[ClimbUpSpeedIndex].FloatValue = EditorGUILayout.FloatField(new GUIContent("Climb Up Speed", "How fast the character climbs up the wall when the user presses up."), movementData[ClimbUpSpeedIndex].FloatValue);
            if (movementData[ClimbUpSpeedIndex].FloatValue < 0)
            {
                movementData[ClimbUpSpeedIndex].FloatValue = 0;
            }

            // Climb speed
            if (movementData[SlideDownSpeedIndex] == null)
            {
                movementData[SlideDownSpeedIndex] = new MovementVariable(DefaultSlideDownSpeed);
            }
            movementData[SlideDownSpeedIndex].FloatValue = EditorGUILayout.FloatField(new GUIContent("Slide Down Speed", "How fast the character slides down the wall (negative)."), movementData[SlideDownSpeedIndex].FloatValue);
            if (movementData[SlideDownSpeedIndex].FloatValue > 0)
            {
                movementData[SlideDownSpeedIndex].FloatValue = 0;
            }

            // Cling drag
            if (movementData[ClingDragIndex] == null)
            {
                movementData[ClingDragIndex] = new MovementVariable(DefaultClingDrag);
            }
            movementData[ClingDragIndex].FloatValue = EditorGUILayout.FloatField(new GUIContent("Cling Drag", "How quickly we come to a halt when the user is not pressing down."), movementData[ClingDragIndex].FloatValue);
            if (movementData[ClingDragIndex].FloatValue < 0)
            {
                movementData[ClingDragIndex].FloatValue = 0;
            }

            // Draw base inspector and copy values
            MovementVariable[] baseMovementData = WallMovement_WallCling.DrawInspectorWithOptions(movementData, ref showDetails, target, false, false);
            System.Array.Copy(baseMovementData, movementData, baseMovementData.Length);

            return(movementData);
        }
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        /// <summary>
        /// Draws the inspector.
        /// </summary>
        new public static MovementVariable[] DrawInspector(MovementVariable[] movementData, ref bool showDetails, Character target)
        {
            if (movementData == null || movementData.Length != MovementVariableCount)
            {
                movementData = new MovementVariable[MovementVariableCount];
            }

            // Ledge climb types
            GUILayout.Label("Wall Running", EditorStyles.boldLabel);

            // Climb speed
            if (movementData[RunSpeedIndex] == null)
            {
                movementData[RunSpeedIndex] = new MovementVariable(DefaultRunSpeed);
            }
            movementData[RunSpeedIndex].FloatValue = EditorGUILayout.FloatField(new GUIContent("Run Speed", "How fast the character runs up the wall."), movementData[RunSpeedIndex].FloatValue);
            if (movementData[RunSpeedIndex].FloatValue < 0)
            {
                movementData[RunSpeedIndex].FloatValue = 0;
            }

            if (movementData[RunTimeLimitIndex] == null)
            {
                movementData[RunTimeLimitIndex] = new MovementVariable(1);
            }
            movementData[RunTimeLimitIndex].FloatValue = EditorGUILayout.FloatField(new GUIContent("Run Time", "How long we can run up the wall."), movementData[RunTimeLimitIndex].FloatValue);
            if (movementData[RunTimeLimitIndex].FloatValue < 0)
            {
                movementData[RunTimeLimitIndex].FloatValue = 0;
            }

            // Ledge climb types
            GUILayout.Label("Opposite Look", EditorStyles.boldLabel);

            if (movementData[OppositeLookTimeIndex] == null)
            {
                movementData[OppositeLookTimeIndex] = new MovementVariable(1);
            }
            movementData[OppositeLookTimeIndex].FloatValue = EditorGUILayout.FloatField(new GUIContent("Opposite Look Time", "How long can we look in opposite direction."), movementData[OppositeLookTimeIndex].FloatValue);
            if (movementData[OppositeLookTimeIndex].FloatValue < 0)
            {
                movementData[RunTimeLimitIndex].FloatValue = 0;
            }

            // Ledge climb types
            GUILayout.Label("Speed and Gravity", EditorStyles.boldLabel);

            // Slide down speed
            if (movementData[SlideDownSpeedIndex] == null)
            {
                movementData[SlideDownSpeedIndex] = new MovementVariable(DefaultSlideDownSpeed);
            }
            movementData[SlideDownSpeedIndex].FloatValue = EditorGUILayout.FloatField(new GUIContent("Slide Down Speed", "How fast the character slides down the wall (negative)."), movementData[SlideDownSpeedIndex].FloatValue);
            if (movementData[SlideDownSpeedIndex].FloatValue > 0)
            {
                movementData[SlideDownSpeedIndex].FloatValue = 0;
            }

            // Cling drag
            if (movementData[ClingDragIndex] == null)
            {
                movementData[ClingDragIndex] = new MovementVariable(DefaultClingDrag);
            }
            movementData[ClingDragIndex].FloatValue = EditorGUILayout.FloatField(new GUIContent("Cling Drag", "How quickly we come to a halt when the user is not pressing down."), movementData[ClingDragIndex].FloatValue);
            if (movementData[ClingDragIndex].FloatValue < 0)
            {
                movementData[ClingDragIndex].FloatValue = 0;
            }

            // Speed where jump ends
            if (movementData[SpeedWhereWallJumpEndsIndex] == null)
            {
                movementData[SpeedWhereWallJumpEndsIndex] = new MovementVariable(DefaultSpeedWhereWallJumpEnds);
            }
            movementData[SpeedWhereWallJumpEndsIndex].FloatValue = EditorGUILayout.FloatField(new GUIContent("Speed where Jump ends", "How fast does the character need to be falling before the wall jump finishes and control reverts back to player?"), movementData[SpeedWhereWallJumpEndsIndex].FloatValue);
            if (movementData[SpeedWhereWallJumpEndsIndex].FloatValue > 0)
            {
                movementData[SpeedWhereWallJumpEndsIndex].FloatValue = 0;
            }


            // Draw base inspector and copy values
            MovementVariable[] baseMovementData = WallMovement_WallCling.DrawInspectorWithOptions(movementData, ref showDetails, target, true, false);
            System.Array.Copy(baseMovementData, movementData, baseMovementData.Length);

            return(movementData);
        }