public static void CreateWeaponSetInSelectedFolder()
    {
        Object selectedObject = Selection.activeObject;

        string weaponCreationPath = selectedObject.GetFolderPath();

        WeaponSetCreationWindow.OpenWindow(weaponCreationPath);
    }
    public static void OpenWindow(string folderPath)
    {
        WeaponSetCreationWindow window = EditorWindow.GetWindow(typeof(WeaponSetCreationWindow)) as WeaponSetCreationWindow;

        window.Init(folderPath);
    }
    private void OnGUI()
    {
        EditorStaticMethods.ShowFolderAndAskIfCreateNew(ref selectedFolderRef, ref createFolder);

        float oldWidth = EditorGUIUtility.labelWidth;

        EditorGUIUtility.labelWidth *= 1.5f;

        GUILayout.Space(8);
        GUILayout.Label("Enemy Parameters", EditorStyles.boldLabel);

        EditorGUI.BeginChangeCheck();
        newEnemyName = EditorGUILayout.TextField("New Enemy Name", newEnemyName);
        if (EditorGUI.EndChangeCheck())
        {
            newWeaponName = newEnemyName + " Weapon";
        }

        enemyCreationParameters.enemyIdentifyingColor = EditorGUILayout.ColorField("Enemy Identifying Color", enemyCreationParameters.enemyIdentifyingColor);

        enemyCreationParameters.lifeAmount = EditorGUILayout.IntField("Life Amount", enemyCreationParameters.lifeAmount);
        enemyCreationParameters.aimingType = (EnemyAimingType)EditorGUILayout.EnumPopup(new GUIContent("Aiming Type"), enemyCreationParameters.aimingType);

        GUILayout.Space(8);
        GUILayout.Label("Linked Weapon", EditorStyles.boldLabel);
        EditorGUI.BeginChangeCheck();
        createLinkedWeaponParameters = EditorGUILayout.Toggle("Create Linked Weapon Parameters", createLinkedWeaponParameters);
        if (EditorGUI.EndChangeCheck())
        {
            newWeaponName = newEnemyName + " Weapon";
        }

        if (createLinkedWeaponParameters)
        {
            EditorGUI.indentLevel++;
            GUILayout.BeginVertical("box");
            WeaponSetCreationWindow.ShowWeaponSetCreationParameters(selectedFolderRef, ref newWeaponName, false, ref createLinkedWeaponObject, ref newWeaponCreationParameters);
            EditorGUI.indentLevel--;
            GUILayout.EndVertical();
        }

        GUILayout.Space(16);
        if (selectedFolderRef != null)
        {
            if (GUILayout.Button("Create the new Enemy : \"" + newEnemyName + "\" !"))
            {
                string finalFolderPath = selectedFolderRef.GetFolderPath();

                if (createFolder)
                {
                    string folderCreationPath = finalFolderPath;
                    finalFolderPath = AssetDatabase.GenerateUniqueAssetPath(finalFolderPath + "/" + newEnemyName + " Set");
                    AssetDatabase.CreateFolder(folderCreationPath, newEnemyName + " Set");
                }

                EnemySpaceShipScript newEnemyTempObj = EnemyCreationParameters.ComposeEnemy(enemyCreationParameters, newEnemyName);
                EnemySpaceShipScript newEnemyPrefab  = EditorStaticMethods.CreateEnemyPrefabInFolder(finalFolderPath, newEnemyTempObj);

                if (newEnemyPrefab == null)
                {
                    Debug.LogError("Couldn't create enemy Set");
                    return;
                }

                WeaponScript newWeaponPrefab = null;
                if (createLinkedWeaponObject)
                {
                    WeaponScript newWeapon = WeaponCreationParameters.ComposeWeapon(newWeaponCreationParameters, newWeaponName);
                    newWeaponPrefab = EditorStaticMethods.CreateWeaponObjectInFolder(finalFolderPath, newWeapon);
                }

                WeaponParameters newWeaponParameters = null;
                if (newWeaponPrefab != null)
                {
                    newWeaponParameters = EditorStaticMethods.CreateWeaponSetInFolder(finalFolderPath, newWeaponName, newWeaponPrefab);
                }
                else
                {
                    newWeaponParameters = EditorStaticMethods.CreateWeaponSetInFolder(finalFolderPath, newWeaponName);
                }

                newEnemyPrefab.GetShootingSystem.SetWeaponParameters(newWeaponParameters);

                Selection.activeObject = newEnemyPrefab;
                EditorGUIUtility.PingObject(newEnemyPrefab);

                #region Library
                //LevelPrefabsLibrary enemiesLibrary = AssetDatabase.LoadAssetAtPath("Assets/Resources/Level Prefabs Library.asset", typeof(LevelPrefabsLibrary)) as LevelPrefabsLibrary;
                ScriptableObject    library        = Resources.Load("Level Prefabs Library") as ScriptableObject;
                LevelPrefabsLibrary prefabsLibrary = library as LevelPrefabsLibrary;

                if (prefabsLibrary == null)
                {
                    Debug.LogError("Library Not Found");
                    return;
                }

                prefabsLibrary.AddEnemyPrefabInformations(newEnemyPrefab.gameObject, enemyCreationParameters.enemyIdentifyingColor);
                EditorUtility.SetDirty(prefabsLibrary);
                #endregion
            }
        }

        EditorGUIUtility.labelWidth = oldWidth;
    }