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();
 }