// Grab references to both the Object and Static databases
        void Start()
        {
            // Since our database exists within an object in the scene, we'll need to find it.
            // Alternatively you could expose the database as a public member, and use the
            // inspector to set it.
            GameObject statsdbobj = GameObject.Find("databaseObj");

            if (statsdbobj != null)
            {
                // Get the CharacterStats component out of the GameObject.
                // CharacterStats is the name of the worksheet in the google spreadsheet
                //  that we are getting the monster information from
                _statsDb = statsdbobj.GetComponent <CharacterStatsSample>();
            }

            // The Items database is a Static class. Use it by grabbing the .Instance, this will
            // ensure the database is correctly initialized. Larger databases may take a while
            // to initialize, so grabbing an instance before the game is updating is recommended.
            _itemsDb = ItemsSample.Instance;
        }
        public override void OnInspectorGUI()
        {
            CharacterStatsSample    s = target as CharacterStatsSample;
            CharacterStatsSampleRow r = s.Rows[Index];

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("<<"))
            {
                Index = 0;
            }
            if (GUILayout.Button("<"))
            {
                Index -= 1;
                if (Index < 0)
                {
                    Index = s.Rows.Count - 1;
                }
            }
            if (GUILayout.Button(">"))
            {
                Index += 1;
                if (Index >= s.Rows.Count)
                {
                    Index = 0;
                }
            }
            if (GUILayout.Button(">>"))
            {
                Index = s.Rows.Count - 1;
            }

            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("ID", GUILayout.Width(150.0f));
            {
                EditorGUILayout.LabelField(s.rowNames[Index]);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("NAME", GUILayout.Width(150.0f));
            {
                EditorGUILayout.TextField(r._NAME);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("LEVEL", GUILayout.Width(150.0f));
            {
                EditorGUILayout.IntField(r._LEVEL);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("BASEMODIFIER", GUILayout.Width(150.0f));
            {
                EditorGUILayout.FloatField((float)r._BASEMODIFIER);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("ARCHETYPE", GUILayout.Width(150.0f));
            {
                EditorGUILayout.TextField(r._ARCHETYPE);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("STRENGTH", GUILayout.Width(150.0f));
            {
                EditorGUILayout.IntField(r._STRENGTH);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("ENDURANCE", GUILayout.Width(150.0f));
            {
                EditorGUILayout.IntField(r._ENDURANCE);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("INTELLIGENCE", GUILayout.Width(150.0f));
            {
                EditorGUILayout.IntField(r._INTELLIGENCE);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("DEXTERITY", GUILayout.Width(150.0f));
            {
                EditorGUILayout.IntField(r._DEXTERITY);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("HEALTH", GUILayout.Width(150.0f));
            {
                EditorGUILayout.IntField(r._HEALTH);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("MANA", GUILayout.Width(150.0f));
            {
                EditorGUILayout.IntField(r._MANA);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("SPEED", GUILayout.Width(150.0f));
            {
                EditorGUILayout.IntField(r._SPEED);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("UNLOCKED", GUILayout.Width(150.0f));
            {
                EditorGUILayout.Toggle(System.Convert.ToBoolean(r._UNLOCKED));
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("STARS", GUILayout.Width(150.0f));
            {
                EditorGUILayout.TextField(System.Convert.ToString(r._STARS));
            }
            EditorGUILayout.EndHorizontal();
        }
        // Grab references to both the Object and Static databases
        void Start()
        {
            // Since our database exists within an object in the scene, we'll need to find it.
            // Alternatively you could expose the database as a public member, and use the
            // inspector to set it.
            GameObject statsdbobj = GameObject.Find("databaseObj");
            if ( statsdbobj != null )
            {
                // Get the CharacterStats component out of the GameObject.
                // CharacterStats is the name of the worksheet in the google spreadsheet
                //  that we are getting the monster information from
                _statsDb = statsdbobj.GetComponent<CharacterStatsSample>();
            }

            // The Items database is a Static class. Use it by grabbing the .Instance, this will
            // ensure the database is correctly initialized. Larger databases may take a while
            // to initialize, so grabbing an instance before the game is updating is recommended.
            _itemsDb = ItemsSample.Instance;
        }