using Sirenix.OdinInspector; using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(fileName = "Level", menuName = "Data/Level")] public class Level : ScriptableObject { [SerializeField] public string levelName; [SerializeField] public int health = 10; [SerializeField] public AudioClip pauseClip; [SerializeField] public AudioClip combatClip; [SerializeField] public Wave[] waves = new Wave[0]; [SerializeField] [ReadOnly] public string sceneName; #if UNITY_EDITOR public UnityEditor.SceneAsset SceneAsset; private void OnValidate() { sceneName = SceneAsset?.name; } #endif }