Example #1
0
        //function call to spawn a subwave
        IEnumerator SpawnSubWave(Wave wave, int subWaveIdx)
        {
            SubWave subWave = wave.subWaveList[subWaveIdx];
            TDSArea sArea   = subWave.spawnArea != null ? subWave.spawnArea : spawnAreaList[0];         //use the default spawn area if nothing has been assigned for the subwave

            //wait for start delay
            yield return(new WaitForSeconds(subWave.startDelay));

            if (subWave.unitPrefab != null)
            {
                for (int i = 0; i < subWave.count; i++)
                {
                    //wait for the spawn cooldown
                    if (i > 0)
                    {
                        yield return(new WaitForSeconds(subWave.interval));
                    }

                    Quaternion rot = !randomRotation?sArea.GetRotation() : Quaternion.Euler(0, Random.Range(0, 360), 0);

                    UnitAI unitInstance = SpawnUnit(subWave.unitPrefab.gameObject, sArea.GetPosition(), rot, subWave.unitPrefab.gameObject.name + "_" + spawnCount);
                    unitInstance.SetWaveID(this, wave.waveID);                          //assign the unit with the waveID so they know they belong to a wave (unit with valid waveID will call UnitCleared() callback)

                    wave.activeUnitCount += 1;
                }
            }

            //increase the subWaveSpawned counter
            wave.subWaveSpawned += 1;
            yield return(null);
        }
        void DrawBasicConfigure()
        {
            cont = new GUIContent("Spawn Upon Start:", "Check to have the spawner start spawning as soon as the game start");
            EditorGUILayout.PropertyField(serializedObject.FindProperty("spawnUponStart"), cont);

            cont = new GUIContent("Start Delay:", "Delay (in second) before the spawning start");
            EditorGUILayout.PropertyField(serializedObject.FindProperty("startDelay"), cont);


            EditorGUILayout.Space();

            if (!serializedObject.isEditingMultipleObjects)
            {
                EditorGUILayout.BeginHorizontal();

                cont = new GUIContent("Spawn Area:", "The area where the units will be spawned in. Require a TDSArea component");
                instance.spawnArea = (TDSArea)EditorGUILayout.ObjectField(cont, instance.spawnArea, typeof(TDSArea), true);

                if (instance.spawnArea == null)
                {
                    if (GUILayout.Button("Add"))
                    {
                        TDSArea existingArea = instance.gameObject.GetComponent <TDSArea>();
                        if (existingArea != null)
                        {
                            instance.spawnArea = existingArea;
                        }
                        else
                        {
                            instance.spawnArea = instance.gameObject.AddComponent <TDSArea>();
                        }
                    }
                }

                EditorGUILayout.EndHorizontal();
            }
            else
            {
                cont = new GUIContent("Spawn Area:", "The area where the units will be spawned in. Require a TDSArea component");
                EditorGUILayout.LabelField(cont, new GUIContent("Cannot edit multiple instance"));
            }


            EditorGUILayout.Space();

            cont = new GUIContent("Spawn Cooldown:", "The cooldown between each spawn attempt");
            EditorGUILayout.PropertyField(serializedObject.FindProperty("spawnCD"), cont);

            cont = new GUIContent("Max Item Count:", "The maximum amount of active item in the game allowed by this spawner at any given item");
            EditorGUILayout.PropertyField(serializedObject.FindProperty("maxItemCount"), cont);

            cont = new GUIContent("Spawn Chance:", "The chance to successfully spawn an item during each cooldown cycle. Takes value from 0-1 with 0.3 being 30% to successfully spawn an item");
            EditorGUILayout.PropertyField(serializedObject.FindProperty("spawnChance"), cont);

            cont = new GUIContent("Fail Modifier:", "A modifier to the spawn chance should a spawn attempt fail (to prevent the attempt fail too many time in a row). ie if modifier is set as 0.1, each fail attempt will increase the spawn chance by 10%");
            EditorGUILayout.PropertyField(serializedObject.FindProperty("failModifier"), cont);

            //ConfigureSpawnItemList();
        }
Example #3
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (instance == null)
            {
                Awake();
            }

            GUI.changed = false;

            serializedObject.Update();

            Undo.RecordObject(instance, "UnitSpawner");


            EditorGUILayout.Space();


            cont = new GUIContent("Spawn Upon Start:", "Check to have the spawner start spawning as soon as the game start");
            EditorGUILayout.PropertyField(serializedObject.FindProperty("spawnUponStart"), cont);

            cont = new GUIContent("Start Delay:", "Delay (in second) before the spawning start");
            EditorGUILayout.PropertyField(serializedObject.FindProperty("startDelay"), cont);

            EditorGUILayout.Space();

            cont = new GUIContent("Random Rotation:", "Check to have the unit spawned facing random rotation, otherwise the rotation of the spawn area will be used");
            EditorGUILayout.PropertyField(serializedObject.FindProperty("randomRotation"), cont);


            EditorGUILayout.Space();


            if (!serializedObject.isEditingMultipleObjects)
            {
                if (instance.spawnAreaList.Count == 0)
                {
                    instance.spawnAreaList.Add(null);
                }

                EditorGUILayout.BeginHorizontal();

                TDSArea area = instance.spawnAreaList[0];
                cont = new GUIContent("Spawn Area:", "The area where the units will be spawned in. Require a TDSArea component");
                area = (TDSArea)EditorGUILayout.ObjectField(cont, area, typeof(TDSArea), true);
                instance.spawnAreaList[0] = area;

                TDSArea existingArea = instance.gameObject.GetComponent <TDSArea>();
                if (instance.spawnAreaList.Count == 0 || instance.spawnAreaList[0] == null)
                {
                    if (GUILayout.Button("Add"))
                    {
                        if (instance.spawnAreaList.Count == 0)
                        {
                            if (existingArea != null)
                            {
                                instance.spawnAreaList.Add(existingArea);
                            }
                            else
                            {
                                instance.spawnAreaList.Add(instance.gameObject.AddComponent <TDSArea>());
                            }
                        }
                        else if (instance.spawnAreaList[0] == null)
                        {
                            if (existingArea != null)
                            {
                                instance.spawnAreaList[0] = existingArea;
                            }
                            else
                            {
                                instance.spawnAreaList[0] = instance.gameObject.AddComponent <TDSArea>();
                            }
                        }
                    }
                }
                EditorGUILayout.EndHorizontal();
            }
            else
            {
                cont = new GUIContent("Spawn Area:", "The area where the units will be spawned in. Require a TDSArea component");
                EditorGUILayout.LabelField(cont, new GUIContent("Cannot edit multiple instance"));
            }

            EditorGUILayout.Space();

            EditorGUILayout.HelpBox("Editing of spawner's spawn information using Inspector is not recommended\nUse the editor window instead", MessageType.Info);

            if (GUILayout.Button("Open Editor Window"))
            {
                UnitSpawnerEditorWindow.Init(instance.gameObject);
            }

            //~ EditorGUILayout.Space();


            DefaultInspector();

            serializedObject.ApplyModifiedProperties();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(instance);
            }
        }
        Vector2 DrawSpawnerConfigurator(float startX, float startY, CollectibleSpawner spawner)
        {
            startY += 10;

            cont = new GUIContent("Spawn Area:", "The area which the unit should be spawn in\nIf unspecified, the unit will simply be spawned at the position of the spawner");
            EditorGUI.LabelField(new Rect(startX, startY, width, height), cont);
            spawner.spawnArea = (TDSArea)EditorGUI.ObjectField(new Rect(startX + spaceX, startY, width, height), spawner.spawnArea, typeof(TDSArea), true);

            startY += 10;

            if (GUI.Button(new Rect(startX + spaceX + width + 20, startY, 80, height), "Assign Self"))
            {
                TDSArea area = spawner.gameObject.GetComponent <TDSArea>();
                if (area == null)
                {
                    area = spawner.gameObject.AddComponent <TDSArea>();
                }
                spawner.spawnArea = area;
            }

            cont = new GUIContent("Spawn Upon Start:", "Check to have the spawner start spawning as soon as the game start");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            spawner.spawnUponStart = EditorGUI.Toggle(new Rect(startX + spaceX, startY, width, height), spawner.spawnUponStart);

            cont = new GUIContent("Start Delay:", "Delay (in second) before the spawning start");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            //if(spawner.spawnUponStart)
            spawner.startDelay = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), spawner.startDelay);
            //else
            //	EditorGUI.LabelField(new Rect(startX+spaceX, startY, 40, height), "-");

            startY += 10;

            cont = new GUIContent("Spawn Cooldown:", "The cooldown between each spawn attempt");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            spawner.spawnCD = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), spawner.spawnCD);

            cont = new GUIContent("Max Item Count:", "The maximum amount of active item in the game allowed by this spawner at any given item");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            spawner.maxItemCount = EditorGUI.DelayedIntField(new Rect(startX + spaceX, startY, 40, height), spawner.maxItemCount);

            cont = new GUIContent("Spawn Chance:", "The chance to successfully spawn an item during each cooldown cycle. Takes value from 0-1 with 0.3 being 30% to successfully spawn an item");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            spawner.spawnChance = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), spawner.spawnChance);

            cont = new GUIContent("Fail Modifier:", "A modifier to the spawn chance should a spawn attempt fail (to prevent the attempt fail too many time in a row). ie if modifier is set as 0.1, each fail attempt will increase the spawn chance by 10%");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            spawner.failModifier = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), spawner.failModifier);

            startY += 10;

            cont = new GUIContent("Spawn Item:", "The collectible item available to this spawner");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont, headerStyle);

            int enabledCount = 0;

            for (int i = 0; i < collectibleDB.collectibleList.Count; i++)
            {
                Collectible colt = collectibleDB.collectibleList[i];


                CollectibleSpawnInfo spawnInfo = null;

                bool enabled = false;
                for (int n = 0; n < spawner.spawnItemList.Count; n++)
                {
                    enabled = spawner.spawnItemList[n].item == colt;
                    if (enabled)
                    {
                        spawnInfo = spawner.spawnItemList[n];
                        break;
                    }
                }
                bool enabledCached = enabled;

                float cachedX = startX;

                TDSEditorUtility.DrawSprite(new Rect(startX + 10, startY += spaceY, 30, 30), colt.icon, colt.desp);
                cont = new GUIContent(colt.collectibleName, colt.desp);
                EditorGUI.LabelField(new Rect(startX + 50, startY += 10, width, height), cont);
                enabled = EditorGUI.Toggle(new Rect(startX += (width), startY, 20, height), enabled);

                if (spawnInfo != null)
                {
                    cont = new GUIContent("Chance:", "Chance to spawn this item.\nThe way it works is a check against the individual item chance.\nA final candidate is then chosen over all item that pass the check.\nTakes value from 0-1 with 0.3 being 30% to pass the check");
                    EditorGUI.LabelField(new Rect(startX += 35, startY, width, height), cont);
                    spawnInfo.chance = EditorGUI.DelayedFloatField(new Rect(startX + 55, startY, 40, height), spawnInfo.chance);

                    cont = new GUIContent("Cooldown:", "The duration (in second) in which the item will be made unavailable after a successful spawn");
                    EditorGUI.LabelField(new Rect(startX += 120, startY, width, height), cont);
                    spawnInfo.cooldown = EditorGUI.DelayedFloatField(new Rect(startX + 65, startY, 40, height), spawnInfo.cooldown);
                }

                if (enabled != enabledCached)
                {
                    if (enabled)
                    {
                        spawnInfo      = new CollectibleSpawnInfo();
                        spawnInfo.item = colt;
                        spawner.spawnItemList.Insert(enabledCount, spawnInfo);
                    }
                    else
                    {
                        spawner.spawnItemList.Remove(spawnInfo);
                    }
                }

                if (enabled)
                {
                    enabledCount += 1;
                }

                startY += 4;

                startX = cachedX;
            }

            return(new Vector2(startX, startY + (1.5f * spaceY)));
        }
Example #5
0
 void Awake()
 {
     //if no spawn area has been assigned, create one
     if(spawnArea==null) spawnArea=gameObject.AddComponent<TDSArea>();
 }
        Vector2 DrawSpawnerConfigurator(float startX, float startY, UnitSpawner spawner)
        {
            int mode = (int)spawner.spawnMode;

            cont = new GUIContent("Spawn Mode:", "The spawn mode to use");
            EditorGUI.LabelField(new Rect(startX, startY, width, height), cont, headerStyle);
            contL = new GUIContent[spawnModeLabel.Length];
            for (int i = 0; i < contL.Length; i++)
            {
                contL[i] = new GUIContent(spawnModeLabel[i], spawnModeTooltip[i]);
            }
            mode = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, 15), new GUIContent(""), mode, contL);
            spawner.spawnMode = (_SpawnMode)mode;


            if (spawner.spawnMode == _SpawnMode.WaveBased)
            {
                cont = new GUIContent("- Endless", "Enable to activate endless mode (wave will be generated procedurally)");
                EditorGUI.LabelField(new Rect(startX + spaceX + width + 25, startY, width, height), cont, headerStyle);
                spawner.endlessWave = EditorGUI.Toggle(new Rect(startX + spaceX + width + 10, startY, 40, height), spawner.endlessWave);
            }


            startY += 10;


            cont = new GUIContent("Spawn Upon Start:", "Check to have the spawner start spawning automatically as soon as the game start");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            spawner.spawnUponStart = EditorGUI.Toggle(new Rect(startX + spaceX, startY, width, height), spawner.spawnUponStart);

            cont = new GUIContent("Start Delay:", "Delay (in second) before the spawning start");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            //if(spawner.spawnUponStart)
            spawner.startDelay = EditorGUI.FloatField(new Rect(startX + spaceX, startY, 40, height), spawner.startDelay);
            //else
            //	EditorGUI.LabelField(new Rect(startX+spaceX, startY, 40, height), "-");

            startY += 10;

            cont = new GUIContent("Random Rotation:", "Check to have the unit spawned facing random rotation, otherwise the rotation of the spawn area will be used");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            spawner.randomRotation = EditorGUI.Toggle(new Rect(startX + spaceX, startY, width, height), spawner.randomRotation);

            startY += 10;


            for (int i = 0; i < spawner.spawnAreaList.Count - 1; i++)
            {
                if (spawner.spawnAreaList[i] == null)
                {
                    spawner.spawnAreaList.RemoveAt(i); i -= 1;
                }
            }
            if (spawner.spawnAreaList.Count == 0)
            {
                spawner.spawnAreaList.Add(null);
            }

            cont = new GUIContent("Spawn Area:", "The area which the unit should be spawn in\nIf unspecified, the unit will simply be spawned at the position of the spawner\nRequire game object with a TDSArea component");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            spawner.spawnAreaList[0] = (TDSArea)EditorGUI.ObjectField(new Rect(startX + spaceX, startY, width, height), spawner.spawnAreaList[0], typeof(TDSArea), true);

            if (spawner.spawnAreaList[0] == null)
            {
                TDSArea existingArea = spawner.gameObject.GetComponent <TDSArea>();
                if (GUI.Button(new Rect(startX + spaceX + width + 10, startY, 75, height), "Add Area"))
                {
                    if (existingArea != null)
                    {
                        spawner.spawnAreaList[0] = existingArea;
                    }
                    else
                    {
                        spawner.spawnAreaList[0] = spawner.gameObject.AddComponent <TDSArea>();
                    }
                }
            }

            //only show extra spawn area in free form or endless mode
            if (spawner.spawnMode == _SpawnMode.FreeForm || (spawner.spawnMode == _SpawnMode.WaveBased && spawner.endlessWave))
            {
                EditorGUI.HelpBox(new Rect(startX + spaceX + width + 20, startY, 1.5f * width, (spawner.spawnAreaList.Count + 1) * spaceY), "Alternate spawn-area will be randomly selected in freeform and endless mode", MessageType.None);

                for (int i = 1; i < spawner.spawnAreaList.Count; i++)
                {
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), " - Alt " + i + ":");
                    spawner.spawnAreaList[i] = (TDSArea)EditorGUI.ObjectField(new Rect(startX + spaceX, startY, width, height), spawner.spawnAreaList[i], typeof(TDSArea), true);

                    if (GUI.Button(new Rect(startX + spaceX + width + 10, startY, 55, height), "remove"))
                    {
                        spawner.spawnAreaList.RemoveAt(i);
                        i -= 1;
                    }
                }

                if (GUI.Button(new Rect(startX + spaceX, startY += spaceY, width / 2, height), "Add"))
                {
                    spawner.spawnAreaList.Add(null);
                }
                if (GUI.Button(new Rect(startX + spaceX + width / 2, startY, width / 2, height), "Remove"))
                {
                    spawner.spawnAreaList.RemoveAt(spawner.spawnAreaList.Count - 1);
                }
            }

            startY += 10;


            Vector2 v2 = DrawOverrideHitPoint(startX, startY, spawner);

            startY = v2.y - 10;


            if (spawner.spawnMode == _SpawnMode.FreeForm)
            {
                int modeL = (int)spawner.limitType;
                cont = new GUIContent("Limit Type:", "Which mode to determine if the spawning is finished");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont, headerStyle);
                contL = new GUIContent[limitModeLabel.Length];
                for (int i = 0; i < contL.Length; i++)
                {
                    contL[i] = new GUIContent(limitModeLabel[i], limitModeTooltip[i]);
                }
                modeL             = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, 15), new GUIContent(""), modeL, contL);
                spawner.limitType = (_SpawnLimitType)modeL;

                if (spawner.limitType == _SpawnLimitType.Count)
                {
                    cont = new GUIContent(" - Count Limit:", "The maximum amount of unit to be spawned. The spawner will stop spawning after it has spawned this many unit.");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    spawner.limitSpawnCount = EditorGUI.IntField(new Rect(startX + spaceX, startY, 40, height), spawner.limitSpawnCount);
                }
                else if (spawner.limitType == _SpawnLimitType.Timed)
                {
                    cont = new GUIContent(" - Time Limit:", "The time duration in second which the spawner will be spawning. The spawner will stop spawning when the time is due");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    spawner.limitSpawnTime = EditorGUI.IntField(new Rect(startX + spaceX, startY, 40, height), spawner.limitSpawnTime);
                }
                else if (spawner.limitType == _SpawnLimitType.None)
                {
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), "");
                    EditorGUI.LabelField(new Rect(startX + spaceX, startY, width, height), "Infinite Spawn");
                }


                cont = new GUIContent("Spawn Cooldown:", "The cooldown between each unit spawn");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                spawner.spawnCD = EditorGUI.FloatField(new Rect(startX + spaceX, startY, 40, height), spawner.spawnCD);

                cont = new GUIContent("Active Limit:", "The maximum amount of active spawned unit at any given time");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                spawner.activeLimit = EditorGUI.IntField(new Rect(startX + spaceX, startY, 40, height), spawner.activeLimit);


                startY += 15;


                v2     = DrawSpawnUnitList(startX, startY, spawner);
                startY = v2.y;
            }
            else if (spawner.spawnMode == _SpawnMode.WaveBased)
            {
                cont = new GUIContent("Waves Cooldown:", "cooldown between each wave");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                spawner.delayBetweenWave = EditorGUI.FloatField(new Rect(startX + spaceX, startY, 40, height), spawner.delayBetweenWave);


                startY += 10;


                if (spawner.endlessWave)
                {
                    cont = new GUIContent("MaxSubWaveCount:", "Maximum subwave allow for each generated wave");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    spawner.maxSubWaveCount = EditorGUI.IntField(new Rect(startX + spaceX, startY, 40, height), spawner.maxSubWaveCount);

                    startY += 5;
                    float cachedX = startX;   float spX = 70;

                    cont = new GUIContent("Unit Count:", "starting unit count for each wave");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    spawner.unitCount = EditorGUI.IntField(new Rect(startX + spX, startY, 40, height), spawner.unitCount);

                    cont = new GUIContent("Increment:", "increment in unit count for each subsequent wave");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    spawner.unitCountInc = EditorGUI.IntField(new Rect(startX + spX, startY, 40, height), spawner.unitCountInc);

                    startY -= 2 * spaceY;       startX += 125;

                    cont = new GUIContent("Credit:", "starting unit count for each wave");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    spawner.startingCredit = EditorGUI.IntField(new Rect(startX + spX, startY, 40, height), spawner.startingCredit);

                    cont = new GUIContent("Increment:", "increment in unit count for each subsequent wave");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    spawner.creditIncrement = EditorGUI.IntField(new Rect(startX + spX, startY, 40, height), spawner.creditIncrement);

                    startY -= 2 * spaceY;       startX += 125;

                    cont = new GUIContent("Score:", "starting unit count for each wave");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    spawner.startingScore = EditorGUI.IntField(new Rect(startX + spX, startY, 40, height), spawner.startingScore);

                    cont = new GUIContent("Increment:", "increment in unit count for each subsequent wave");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    spawner.scoreIncrement = EditorGUI.IntField(new Rect(startX + spX, startY, 40, height), spawner.scoreIncrement);


                    startY += 15;
                    startX  = cachedX;

                    v2     = DrawSpawnUnitList(startX, startY, spawner);
                    startY = v2.y;
                }
                else
                {
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), "Waves Count: " + spawner.waveList.Count, headerStyle);
                    if (GUI.Button(new Rect(startX + spaceX, startY, 40, 16), "+"))
                    {
                        spawner.waveList.Add(new Wave());
                    }
                    if (GUI.Button(new Rect(startX + spaceX + 50, startY, 40, 16), "-"))
                    {
                        if (spawner.waveList.Count > 1)
                        {
                            spawner.waveList.RemoveAt(spawner.waveList.Count - 1);
                        }
                    }

                    for (int i = 0; i < spawner.waveList.Count; i++)
                    {
                        Wave wave = spawner.waveList[i];

                        startY += spaceY + 10;

                        GUI.Box(new Rect(startX + 25, startY, 655, (2 + wave.subWaveList.Count) * spaceY + 15), "");

                        startX += 5;
                        startY += 5;

                        EditorGUI.LabelField(new Rect(startX, startY, width, height), (i + 1) + ".");

                        startX += 25;
                        //cont=new GUIContent("Credit:", "The credit gained upon clearing the wave");
                        //EditorGUI.LabelField(new Rect(startX, startY, width, height), cont);
                        //wave.creditGain=EditorGUI.IntField(new Rect(startX+45, startY, 40, height), wave.creditGain);

                        cont = new GUIContent("Score:", "The score gained upon clearing the wave");
                        EditorGUI.LabelField(new Rect(startX + 110, startY, width, height), cont);
                        wave.scoreGain = EditorGUI.IntField(new Rect(startX + 154, startY, 40, height), wave.scoreGain);


                        GUI.color = new Color(1f, 0.7f, 0.7f, 1f);
                        if (GUI.Button(new Rect(startX + 585, startY, 55, 16), "remove"))
                        {
                            spawner.waveList.RemoveAt(i);   i -= 1;
                            continue;
                        }
                        GUI.color = Color.white;

                        startY += 5;

                        EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), "Sub Waves:");
                        if (GUI.Button(new Rect(startX + spaceX - 20, startY, 40, 16), "+"))
                        {
                            wave.subWaveList.Add(new SubWave());
                        }
                        if (GUI.Button(new Rect(startX + spaceX + 30, startY, 40, 16), "-"))
                        {
                            if (wave.subWaveList.Count > 1)
                            {
                                wave.subWaveList.RemoveAt(wave.subWaveList.Count - 1);
                            }
                        }

                        for (int n = 0; n < wave.subWaveList.Count; n++)
                        {
                            SubWave subWave = wave.subWaveList[n];

                            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, 15), "-");

                            int unitIdx = subWave.unitPrefab != null?TDSEditor.GetUnitAIIndex(subWave.unitPrefab.prefabID) : 0;

                            unitIdx = EditorGUI.Popup(new Rect(startX + 20, startY, width, 15), unitIdx, unitAILabel);
                            if (unitIdx == 0)
                            {
                                subWave.unitPrefab = null;
                            }
                            else if (unitIdx > 0)
                            {
                                subWave.unitPrefab = unitAIDB.unitList[unitIdx - 1];
                            }

                            float cachedX = startX;

                            cont = new GUIContent("Count:", "The number of unit to be spawned");
                            EditorGUI.LabelField(new Rect(startX += 180, startY, width, height), cont);
                            subWave.count = EditorGUI.IntField(new Rect(startX + 45, startY, 25, height), subWave.count);

                            cont = new GUIContent("Delay:", "Delay (in second) before the spawning start");
                            EditorGUI.LabelField(new Rect(startX += 90, startY, width, height), cont);
                            subWave.startDelay = EditorGUI.FloatField(new Rect(startX + 42, startY, 25, height), subWave.startDelay);

                            cont = new GUIContent("Interval:", "The spawn interval (in second) between each unit");
                            EditorGUI.LabelField(new Rect(startX += 80, startY, width, height), cont);
                            subWave.interval = EditorGUI.FloatField(new Rect(startX + 52, startY, 25, height), subWave.interval);

                            cont = new GUIContent("Alt-Area:", "The area which the unit of this wave should be spawned, replacing the default area (optional)");
                            EditorGUI.LabelField(new Rect(startX += 90, startY, width, height), cont);
                            wave.spawnArea = (TDSArea)EditorGUI.ObjectField(new Rect(startX + 60, startY, 100, height), wave.spawnArea, typeof(TDSArea), true);


                            if (wave.subWaveList.Count > 1)
                            {
                                if (GUI.Button(new Rect(startX + 180, startY, 20, 16), "X"))
                                {
                                    wave.subWaveList.RemoveAt(n);   n -= 1;
                                }
                            }

                            startX = cachedX;
                        }

                        startX -= 5;
                        startY += 5;

                        startX -= 25;
                    }
                }
            }

            return(new Vector2(startX, startY + (2 * spaceY)));
        }