public override void OnInspectorGUI()
        {
            StateAction action = this.target as StateAction;

            if (Event.current.type == EventType.Layout)
            {
                m_StateLogic = action.GetComponent <StateLogic>();
                m_STC        = action.GetComponent <StateTransitionCondition>();
                m_SFA        = action.GetComponent <StateFlagAction>();
                if (m_StateLogic != null)
                {
                    m_LogicInfo = m_StateLogic.ContainsAction(action);
                }
                else if (m_STC != null)
                {
                    m_LogicInfo = "STC";
                }
                else if (m_SFA != null)
                {
                    m_LogicInfo = "SFA";
                }
            }

            EditorGUILayout.Space();
            if (serializedObject.isEditingMultipleObjects)
            {
                EditorGUILayout.LabelField("Multiple selected");
            }
            else if (m_StateLogic != null || m_STC != null || m_SFA != null)
            {
                Rect space = EditorGUILayout.BeginVertical();
                space.height = 10;
                if (!string.IsNullOrEmpty(m_LogicInfo))
                {
                    EditorGUI.DrawRect(space, new Color(0.17f, 0.74f, 0.43f, 1));
                    EditorGUILayout.Space();
                    EditorGUILayout.Space();
                    EditorGUILayout.LabelField(m_LogicInfo);
                }
                else
                {
                    EditorGUI.DrawRect(space, Color.gray);
                    EditorGUILayout.Space();
                    EditorGUILayout.Space();
                }
                EditorGUILayout.EndVertical();

                EditorGUILayout.Space();
            }
            else
            {
                Rect space = EditorGUILayout.BeginVertical();
                EditorGUI.DrawRect(space, Color.gray);
                EditorGUILayout.LabelField("THIS ACTION MUST BE ADDED TO A GAMEOBJECT WITH StateLogic/StateTransitionCondition/StateFlagAction SCRIPT ATTACHED TO IT");
                EditorGUILayout.EndVertical();
            }
            base.OnInspectorGUI();

            if (Event.current.type == EventType.Repaint)
            {
                m_StateLogic = null;
                m_STC        = null;
                m_LogicInfo  = null;
            }
        }