public static WeaponParameters CreateWeaponSetInFolder(string folderPath, string weaponName, WeaponScript linkedWeapon)
    {
        WeaponParameters     weaponParams     = ScriptableObject.CreateInstance <WeaponParameters>();
        ShootParameters      shootParams      = ScriptableObject.CreateInstance <ShootParameters>();
        ProjectileParameters projectileParams = ScriptableObject.CreateInstance <ProjectileParameters>();

        weaponParams.weaponName = weaponName;

        weaponParams.SetWeaponPrefab(linkedWeapon);

        weaponParams.SetShootParameters(shootParams);

        ProjectileScript baseProjectilePrefab = AssetDatabase.LoadAssetAtPath <ProjectileScript>("Assets/Weapons/BaseProjectile.prefab");

        shootParams.SetProjectilePrefab(baseProjectilePrefab);

        shootParams.SetProjectileParameters(projectileParams);

        string weaponPath     = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + weaponName + " Weapon Parameters.asset");
        string shootPath      = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + weaponName + " Shoot Parameters.asset");
        string projectilePath = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + weaponName + " Projectiles Parameters.asset");

        AssetDatabase.CreateAsset(weaponParams, weaponPath);
        AssetDatabase.CreateAsset(shootParams, shootPath);
        AssetDatabase.CreateAsset(projectileParams, projectilePath);

        EditorUtility.SetDirty(weaponParams);
        EditorUtility.SetDirty(shootParams);
        EditorUtility.SetDirty(projectileParams);

        return(weaponParams);
    }