public override void OnInspectorGUI()
        {
            DrawDefaultInspector();

            var spriteCollection = (SpriteCollection)target;

            if (GUILayout.Button("Refresh"))
            {
                Debug.ClearDeveloperConsole();
                SpriteCollectionRefresh.Refresh(spriteCollection);
            }
        }
        public override void OnInspectorGUI()
        {
            DrawDefaultInspector();

            var spriteCollection = (SpriteCollection)target;

            if (GUILayout.Button("Refresh"))
            {
                Debug.ClearDeveloperConsole();
                SpriteCollectionRefresh.Refresh(spriteCollection);
            }

            if (GUILayout.Button("Update melee weapon trails"))
            {
                Debug.ClearDeveloperConsole();
                SpriteCollectionRefresh.UpdateMeleeWeaponTrails(spriteCollection);
            }
        }
        public override void OnInspectorGUI()
        {
            DrawDefaultInspector();

            var spriteCollection = (SpriteCollection)target;

            if (GUILayout.Button("Refresh"))
            {
                SpriteCollectionRefresh.Refresh(spriteCollection);
            }

            if (GUILayout.Button("Generate trails for melee weapons"))
            {
                SpriteCollectionRefresh.CreateMeleeWeaponTrails(spriteCollection);
            }

            if (GUILayout.Button("Read trails for melee weapons"))
            {
                SpriteCollectionRefresh.ReadMeleeWeaponTrails(spriteCollection);
            }
        }