void Awake()
        {
            m_terrainCreator = GameObject.FindObjectOfType <EPMPolyTerrainCreator>();

            m_terrainCreator.Init();
            m_terrainCreator.ImportData();
            GameObject terrianRoot = m_terrainCreator.CreateTerrain();

            for (int i = 0; i < terrianRoot.transform.childCount; i++)
            {
                terrianRoot.transform.GetChild(i).gameObject.AddComponent <MeshCollider>();
            }
        }
        void Awake()
        {
            m_creator = serializedObject.targetObject as EPMPolyTerrainCreator;
            m_creator.Init();
            sectionStyle = new GUIStyle();
            Texture2D tex = new Texture2D(1, 1);

            tex.SetPixel(0, 0, EditorGUIUtility.isProSkin ? new Color(0.18f, 0.18f, 0.18f) : new Color(0.88f, 0.88f, 0.88f));
            tex.Apply();
            sectionStyle.normal.background = tex;

            m_road       = new GeneratingType("Road");
            m_river      = new GeneratingType("River");
            m_hill       = new GeneratingType("Hill");
            m_mountain   = new GeneratingType("Mountain");
            m_sandGround = new GeneratingType("SandGround");
            m_soilGround = new GeneratingType("SoilGround");
            m_island     = new GeneratingType("Island");
        }