public void DisplayEffectPanel(ContentEditor editorParent)
        {
            if (newEffect == null)
            {
                Debug.Log("Create new effect");
                newEffect = new Effect();
            }

            EditorGUI.BeginChangeCheck();
            int effectSelected = newEffect.effectId != 0 ? editorParent.effectsChoiceList.IndexOf(newEffect.effectName) : 0;

            effectSelected = EditorGUILayout.Popup("Effect", effectSelected, editorParent.effectsChoiceList.ToArray());

            if (EditorGUI.EndChangeCheck())
            {
                if (effectSelected > 0)
                {
                    newEffect = editorParent.effectsCreated[effectSelected - 1];
                }
                else
                {
                    newEffect = new Effect();
                }
            }

            newEffect.effectName    = EditorGUILayout.TextField("Name", newEffect.effectName);
            newEffect.amount        = EditorGUILayout.FloatField("Amount", newEffect.amount);
            newEffect.interval      = EditorGUILayout.FloatField("Interval", newEffect.interval);
            newEffect.lifeTime      = EditorGUILayout.FloatField("Duration", newEffect.lifeTime);
            newEffect.SpecialEffect = (SpecialEffect)EditorGUILayout.EnumPopup("Special effect", newEffect.SpecialEffect);

            if (GUILayout.Button("Save Effect"))
            {
                if (!editorParent.AddEffectToList(newEffect, effectSelected != 0))
                {
                    return;
                }

                newEffect = null;
                editorParent.editorType = EditorType.Weapon;
            }

            if (effectSelected != 0 && GUILayout.Button("Delete effect"))
            {
                editorParent.DeleteEffect(newEffect);
            }

            if (GUILayout.Button("Edit weapon"))
            {
                editorParent.editorType = EditorType.Weapon;
            }
        }
 private static void ShowWindow()
 {
     Type          gameType = Type.GetType("UnityEditor.GameView,UnityEditor.dll");
     ContentEditor window   = GetWindow <ContentEditor>("Content Editor", new Type[] { gameType });
 }