public override void OnInspectorGUI() { if (redemptionWave == null) { redemptionWave = target as RedemptionTDWave; } redemptionWave.StaggeredSpawning = EditorGUILayout.Toggle("Staggered Spawn: ", redemptionWave.StaggeredSpawning); redemptionWave.EnemyIndicatorPrefab = EditorGUILayout.ObjectField("Indicator Object: ", redemptionWave.EnemyIndicatorPrefab, typeof(GameObject), true) as GameObject; DrawnSpawnInfos(); DrawAddSpawnButton(); if (GUI.changed) { EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } }
private void OnEnable() { redemptionWave = target as RedemptionTDWave; InitializeSpawnInfos(); }