public static void ActivateDamageAStep(int index, BattleAnimation battleAnimation, ActivateDamageAStep baseStep)
    {
        baseStep.fold = EditorGUILayout.Foldout(baseStep.fold, "Step "+index+": Activate Damage");
        if(baseStep.fold)
        {
            BattleAnimationTabs.AnimationStep(index, battleAnimation, baseStep);
            baseStep.show3 = EditorGUILayout.Toggle("On prefab", baseStep.show3, GUILayout.Width(mWidth));
            if(baseStep.show3)
            {
                baseStep.prefabID = EditorGUILayout.IntField("Prefab ID", baseStep.prefabID, GUILayout.Width(mWidth));
            }
            EditorGUILayout.Separator();

            baseStep.show = EditorGUILayout.Toggle("Active/Inactive", baseStep.show, GUILayout.Width(mWidth));
            if(baseStep.show)
            {
                EditorGUILayout.Separator();
                EditorGUILayout.BeginHorizontal();
                baseStep.show2 = EditorGUILayout.Toggle("Add audio", baseStep.show2, GUILayout.Width(mWidth));
                if(baseStep.show2)
                {
                    baseStep.show4 = EditorGUILayout.Toggle("Use index clip", baseStep.show4, GUILayout.Width(mWidth));
                    if(baseStep.show4)
                    {
                        baseStep.audioID = EditorGUILayout.IntField(baseStep.audioID, GUILayout.Width(mWidth2));
                        if(baseStep.audioID < 0) baseStep.audioID = 0;
                        else if(baseStep.audioID >= 20) baseStep.audioID = 19;
                    }
                    else baseStep.audioID = EditorGUILayout.Popup(baseStep.audioID,
                            battleAnimation.GetAudioClipList(), GUILayout.Width(mWidth2));
                }
                GUILayout.FlexibleSpace();
                EditorGUILayout.EndHorizontal();
                if(baseStep.show2)
                {
                    baseStep.volume = EditorGUILayout.FloatField("Volume", baseStep.volume, GUILayout.Width(mWidth));

                    EditorGUILayout.BeginHorizontal();
                    baseStep.float1 = EditorGUILayout.FloatField("Min. distance", baseStep.float1, GUILayout.Width(mWidth2));
                    baseStep.float2 = EditorGUILayout.FloatField("Max. distance", baseStep.float2, GUILayout.Width(mWidth2));
                    GUILayout.FlexibleSpace();
                    EditorGUILayout.EndHorizontal();

                    baseStep.audioRolloffMode = (AudioRolloffMode)EditorGUILayout.EnumPopup("Rolloff mode", baseStep.audioRolloffMode, GUILayout.Width(mWidth));
                    baseStep.speed = EditorGUILayout.FloatField("Pitch", baseStep.speed, GUILayout.Width(mWidth));
                    if(baseStep.speed < 1) baseStep.speed = 1;
                }
                EditorGUILayout.Separator();

                EditorGUILayout.BeginHorizontal();
                baseStep.show5 = EditorGUILayout.Toggle("Add prefab", baseStep.show5, GUILayout.Width(mWidth));
                if(baseStep.show5)
                {
                    baseStep.prefabID2 = EditorGUILayout.Popup(baseStep.prefabID2,
                            battleAnimation.GetPrefabList(), GUILayout.Width(mWidth2));
                    baseStep.float3 = EditorGUILayout.FloatField("Destroy after", baseStep.float3,
                            GUILayout.Width(mWidth));
                }
                GUILayout.FlexibleSpace();
                EditorGUILayout.EndHorizontal();
            }
            EditorGUILayout.Separator();
        }
    }
    // spawn steps
    public static void SpawnPrefabAStep(int index, BattleAnimation battleAnimation, SpawnPrefabAStep baseStep)
    {
        baseStep.fold = EditorGUILayout.Foldout(baseStep.fold, "Step "+index+": Spawn Prefab");
        if(baseStep.fold)
        {
            BattleAnimationTabs.AnimationStep(index, battleAnimation, baseStep);
            baseStep.prefabID = EditorGUILayout.Popup("Prefab", baseStep.prefabID, battleAnimation.GetPrefabList(), GUILayout.Width(mWidth));
            baseStep.number = EditorGUILayout.IntField("Prefab ID", baseStep.number, GUILayout.Width(mWidth));
            baseStep.animationObject = (BattleAnimationObject)EditorGUILayout.EnumPopup("On object", baseStep.animationObject, GUILayout.Width(mWidth));
            if(BattleAnimationObject.PREFAB.Equals(baseStep.animationObject))
            {
                baseStep.prefabID2 = EditorGUILayout.IntField("Prefab ID", baseStep.prefabID2, GUILayout.Width(mWidth));
            }
            baseStep.pathToChild = EditorGUILayout.TextField("Path to child", baseStep.pathToChild, GUILayout.Width(mWidth*1.2f));
            EditorGUILayout.Separator();

            baseStep.v3 = EditorGUILayout.Vector3Field("Spawn offset", baseStep.v3, GUILayout.Width(mWidth));
            baseStep.show3 = EditorGUILayout.Toggle("Align rotation", baseStep.show3, GUILayout.Width(mWidth));
            baseStep.show2 = EditorGUILayout.Toggle("Mount prefab", baseStep.show2, GUILayout.Width(mWidth));
            EditorGUILayout.Separator();
        }
    }