public MyPrefabConfigurationAlarm(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, MyModelsEnum modelLod0EnumOn, MyModelsEnum? modelLod1EnumOn, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, needsUpdate: true, requiresEnergy: false)
 {
     ModelLod0EnumOn = modelLod0EnumOn;
     ModelLod1EnumOn = modelLod1EnumOn;
 }    
        public MyPrefabConfigurationGenerator(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
            SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, float range, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MyModelsEnum? modelCol = null,
            float explosionParticleEffectScale = 1)
            : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Generator, range, rotatingVelocity,
            MySoundCuesEnum.Amb3D_GenXstart, MySoundCuesEnum.Amb3D_GenXloop, MySoundCuesEnum.Amb3D_GenXend, modelCol, explosionParticleEffectScale:explosionParticleEffectScale)
        {

        }
 public MyPrefabConfigurationKinematic(MyModelsEnum modelBaseLod0Enum, MyModelsEnum? modelBaseLod1Enum,
         List<MyPrefabConfigurationKinematicPart> kinematicParts, MySoundCuesEnum? soundOpening, MySoundCuesEnum? soundLooping, 
         MySoundCuesEnum? soundClosing, float openTime, float closeTime, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
         SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyModelsEnum? collisionModelEnum = null)
     : this(modelBaseLod0Enum, modelBaseLod1Enum, kinematicParts, soundOpening, soundLooping, soundClosing, openTime, closeTime,
            buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default, collisionModelEnum)
 {
 }
 public MyPrefabConfigurationKinematicRotating(MyModelsEnum modelBaseLod0Enum, MyModelsEnum? modelBaseLod1Enum,
         MySoundCuesEnum? soundOpening, MySoundCuesEnum? soundLooping, 
         MySoundCuesEnum? soundClosing, float rotatingVelocity, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
         SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType)
     : this(modelBaseLod0Enum, modelBaseLod1Enum, soundOpening, soundLooping, soundClosing, rotatingVelocity, 
            buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default)
 {
 }    
 public MyPrefabConfigurationGenerator(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, float range, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY,
     MySoundCuesEnum? startRotatingCue = MySoundCuesEnum.Amb3D_GenXstart, MySoundCuesEnum? looptRotatingCue = MySoundCuesEnum.Amb3D_GenXloop, MySoundCuesEnum? endRotatingCue = MySoundCuesEnum.Amb3D_GenXend, MyModelsEnum? modelCol = null,
     float explosionParticleEffectScale = 1)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, minElectricCapacity: MyGameplayConstants.DEFAULT_MAX_ELECTRIC_CAPACITY, rotatingVelocity: rotatingVelocity, collisionModelEnum: modelCol,
     startRotatingCue: startRotatingCue, loopRotatingCue: looptRotatingCue, endRotatingCue: endRotatingCue, displayHud: true, explosionParticleEffectScale:explosionParticleEffectScale)
 {
     Range = range;
 }
 public MyPrefabConfigurationKinematicRotating(MyModelsEnum modelBaseLod0Enum, MyModelsEnum? modelBaseLod1Enum, 
         MySoundCuesEnum? soundOpening, MySoundCuesEnum? soundLooping, 
         MySoundCuesEnum? soundClosing, float rotatingVelocity, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
         SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag)
     : base(modelBaseLod0Enum, modelBaseLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag)
 {
     SoundOpening = soundOpening;
     SoundLooping = soundLooping;
     SoundClosing = soundClosing;
     RotatingVelocity = rotatingVelocity;
 }
 public MyPrefabConfigurationKinematicPart(int prefabId, MyModelsEnum modelMovingEnum, string open, string close, BuildTypesEnum buildType,
     CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, DamageTypesEnum damageType, MyModelsEnum? modelLod1 = null, MyModelsEnum? collisionModelEnum = null)
     : base(modelMovingEnum, modelLod1, buildType, categoryType, subCategoryType, materialType,
                                                            //0.5 because of door parts, to not take also second part
            PrefabTypesFlagEnum.Default, needsUpdate: true, explosionRadiusMultiplier: 0.5f, explosionDamage: 0.33f, collisionModelEnum: collisionModelEnum, explosionParticleEffectScale: 2.0f)
 {
     m_modelMovingEnum = modelMovingEnum;
     m_open = open;
     m_close = close;
     m_damageType = damageType;
     PrefabId = prefabId;
 }
 public MyPrefabConfigurationKinematic(MyModelsEnum modelBaseLod0Enum, MyModelsEnum? modelBaseLod1Enum, 
         List<MyPrefabConfigurationKinematicPart> kinematicParts, MySoundCuesEnum? soundOpening, MySoundCuesEnum? soundLooping, 
         MySoundCuesEnum? soundClosing, float openTime, float closeTime, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
         SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum? collisionModelEnum = null)
     : base(modelBaseLod0Enum, modelBaseLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, collisionModelEnum: collisionModelEnum, displayHud: true)
 {
     m_openTime = openTime;
     m_closeTime = closeTime;
     KinematicParts = kinematicParts;
     m_soundOpening = soundOpening;
     m_soundLooping = soundLooping;
     m_soundClosing = soundClosing;
 }
 public MyPrefabConfigurationLargeWeapon(
     BuildTypesEnum buildType,
     CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType,
     MyMaterialType materialType, 
     MyMwcObjectBuilder_PrefabLargeWeapon_TypesEnum weaponType,
     MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null,
     MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION,
     float explosionRadiusMultiplier = 5,
     float explosionDamageMultiplier = 300)
     : base(buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default, factionSpecific: factionSpecific, explosionType: explosionType, explosionRadiusMultiplier: explosionRadiusMultiplier, explosionDamageMultiplier: explosionDamageMultiplier, requiresEnergy: true, displayHud: true)
 {
     WeaponType = weaponType;
 }
        public MyPrefabConfigurationLargeShip(
            MyModelsEnum modelLod0Enum,
            MyModelsEnum? modelLod1Enum,
            BuildTypesEnum buildType,
            CategoryTypesEnum categoryType,
            SubCategoryTypesEnum? subCategoryType,
            MyMaterialType materialType,
            MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null,
            MyModelsEnum? collisionModelEnum = null,
            MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.BOMB_EXPLOSION,
            float particleScale = 1)

            : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.LargeShip, factionSpecific: factionSpecific, needsUpdate: true, collisionModelEnum: collisionModelEnum, explosionType: explosionType, explosionParticleEffectScale: particleScale)
        {
        }
        /// <summary>
        /// Creates new instance of prefab configuration without model
        /// </summary>
        /// <param name="buildType">Build type</param>
        /// <param name="categoryType">Category type</param>
        /// <param name="subCategoryType">Subcategory type</param>
        /// <param name="materialType">Material type</param>
        /// <param name="prefabTypeFlag">Prefab type flags</param>
        /// <param name="factionSpecific">To which faction is this prefab specific. Null if prefab is for all factions. Used for material (texture) set availability. </param>
        /// <param name="previewPointOfView">Indicates whether the preview image for this prefab should be from a different angle than normal. Use for flat objects that have incorrect default previews (such as signs). </param>
        protected MyPrefabConfiguration(
            BuildTypesEnum buildType,
            CategoryTypesEnum categoryType,
            SubCategoryTypesEnum? subCategoryType,
            MyMaterialType materialType,
            PrefabTypesFlagEnum prefabTypeFlag,
            MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null,
            bool needsUpdate = false,
            bool initPhysics = true,
            bool enabledInEditor = true,
            float rotatingVelocity = DEFAULT_ROTATING_VELOCITY,
            MySoundCuesEnum? startRotatingCue = null,
            MySoundCuesEnum? loopRotatingCue = null,
            MySoundCuesEnum? loopRotatingDamagedCue = null,
            MySoundCuesEnum? endRotatingCue = null,
            MyPreviewPointOfViewEnum previewPointOfView = MyPreviewPointOfViewEnum.Front,
            float minElectricCapacity = MyGameplayConstants.DEFAULT_MIN_ELECTRIC_CAPACITY,
            float maxElectricCapacity = MyGameplayConstants.DEFAULT_MAX_ELECTRIC_CAPACITY,
            MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION,
            float explosionRadiusMultiplier = 1.5f,
            float explosionDamageMultiplier = 1,
            float minSizeForExplosion = MyExplosionsConstants.MIN_OBJECT_SIZE_TO_CAUSE_EXPLOSION_AND_CREATE_DEBRIS,
            bool causesAlarm = false,
            bool requiresEnergy = false,
            float explosionParticleEffectScale = 1,
            bool displayHud = false)
        {
            //m_modelLod0Enum = null;
            m_modelLod1Enum = null;

            BuildType = buildType;
            CategoryType = categoryType;
            SubCategoryType = subCategoryType;
            MaterialType = materialType;
            PrefabTypeFlag = prefabTypeFlag;
            FactionSpecific = factionSpecific;
            EnabledInEditor = enabledInEditor;
            RotatingVelocity = rotatingVelocity;
            StartRotatingCue = startRotatingCue;
            LoopRotatingCue = loopRotatingCue;
            LoopRotatingDamagedCue = loopRotatingDamagedCue;
            EndRotatingCue = endRotatingCue;
            PreviewPointOfView = new MyPreviewPointOfView(previewPointOfView);
            MinElectricCapacity = minElectricCapacity;
            MaxElectricCapacity = maxElectricCapacity;
            NeedsUpdate = needsUpdate;
            InitPhysics = initPhysics;
            ExplosionType = explosionType;
            ExplosionRadiusMultiplier = explosionRadiusMultiplier;
            ExplosionDamage = explosionDamageMultiplier;
            ExplosionParticleEffectScale = explosionParticleEffectScale;
            MinSizeForExplosion = minSizeForExplosion;
            CausesAlarm = causesAlarm;
            RequiresEnergy = requiresEnergy;
            DisplayHud = displayHud;
        }
 /// <summary>
 /// Creates new instance of prefab configuration with default prefab type flags
 /// </summary>
 /// <param name="modelLod0Enum">Model LOD0</param>
 /// <param name="modelLod1Enum">Model LOD2</param>
 /// <param name="buildType">Build type</param>
 /// <param name="categoryType">Category type</param>
 /// <param name="subCategoryType">Subcategory type</param>
 /// <param name="materialType">Material type</param>
 /// <param name="factionSpecific">To which faction is this prefab specific. Null if prefab is for all factions. Used for material (texture) set availability. </param>     
 public MyPrefabConfiguration(
     MyModelsEnum modelLod0Enum,
     MyModelsEnum? modelLod1Enum,
     BuildTypesEnum buildType,
     CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType,
     MyMaterialType materialType,
     MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null,
     MyModelsEnum? collisionModelEnum = null,
     bool needsUpdate = false,
     bool initPhysics = true,
     bool enabledInEditor = true,
     float rotatingVelocity = DEFAULT_ROTATING_VELOCITY,
     MySoundCuesEnum? startRotatingCue = null,
     MySoundCuesEnum? loopRotatingCue = null,
     MySoundCuesEnum? loopRotatingDamagedCue = null,
     MySoundCuesEnum? endRotatingCue = null,
     MyPreviewPointOfViewEnum previewAngle = MyPreviewPointOfViewEnum.Front,
     MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION,
     float explosionRadiusMultiplier = 1,
     float explosionDamageMultiplier = 1,
     float minSizeForExplosion = MyExplosionsConstants.MIN_OBJECT_SIZE_TO_CAUSE_EXPLOSION_AND_CREATE_DEBRIS,
     bool causesAlarm = false,
     bool requiresEnergy = false,
     float explosionParticleEffectScale = 1,
     bool displayHud = false)
     : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default, collisionModelEnum, factionSpecific, needsUpdate, initPhysics, enabledInEditor, rotatingVelocity,
     startRotatingCue, loopRotatingCue, loopRotatingDamagedCue, endRotatingCue,
     previewAngle, explosionType: explosionType, explosionRadiusMultiplier: explosionRadiusMultiplier, explosionDamage: explosionDamageMultiplier, minSizeForExplosion: minSizeForExplosion, causesAlarm: causesAlarm, requiresEnergy: requiresEnergy, explosionParticleEffectScale: explosionParticleEffectScale, displayHud: displayHud)
 {
     System.Diagnostics.Debug.Assert(modelLod0Enum != modelLod1Enum, "LOD0 and LOD1 models are the same!");
     if (collisionModelEnum != null)
     {
         System.Diagnostics.Debug.Assert(modelLod0Enum != collisionModelEnum, "LOD0 and COL models are the same!");
         System.Diagnostics.Debug.Assert(modelLod1Enum != collisionModelEnum, "LOD1 and COL models are the same!");
     }
 }
 /// <summary>
 /// Creates new instance of prefab configuration
 /// </summary>
 /// <param name="modelLod0Enum">Model LOD0</param>
 /// <param name="modelLod1Enum">Model LOD2</param>
 /// <param name="buildType">Build type</param>
 /// <param name="categoryType">Category type</param>
 /// <param name="subCategoryType">Subcategory type</param>
 /// <param name="materialType">Material type</param>
 /// <param name="prefabTypeFlag">Prefab type flags</param>
 protected MyPrefabConfiguration(
     MyModelsEnum modelLod0Enum,
     MyModelsEnum? modelLod1Enum,
     BuildTypesEnum buildType,
     CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType,
     MyMaterialType materialType,
     PrefabTypesFlagEnum prefabTypeFlag,
     MyModelsEnum? collisionModelEnum = null,
     MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null,
     bool needsUpdate = false,
     bool initPhysics = true,
     bool enabledInEditor = true,
     float rotatingVelocity = DEFAULT_ROTATING_VELOCITY,
     MySoundCuesEnum? startRotatingCue = null,
     MySoundCuesEnum? loopRotatingCue = null,
     MySoundCuesEnum? loopRotatingDamagedCue = null,
     MySoundCuesEnum? endRotatingCue = null,
     MyPreviewPointOfViewEnum previewAngle = MyPreviewPointOfViewEnum.Front,
     float minElectricCapacity = MyGameplayConstants.DEFAULT_MIN_ELECTRIC_CAPACITY,
     float maxElectricCapacity = MyGameplayConstants.DEFAULT_MAX_ELECTRIC_CAPACITY,
     MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION,
     float explosionRadiusMultiplier = 1,
     float explosionDamage = 1,
     float minSizeForExplosion = MyExplosionsConstants.MIN_OBJECT_SIZE_TO_CAUSE_EXPLOSION_AND_CREATE_DEBRIS,
     bool causesAlarm = false,
     bool requiresEnergy = false,
     float explosionParticleEffectScale = 1,
     bool displayHud = false)
     : this(buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, factionSpecific, needsUpdate, initPhysics, enabledInEditor, rotatingVelocity, 
     startRotatingCue, loopRotatingCue, loopRotatingDamagedCue, endRotatingCue,
     previewAngle, minElectricCapacity, maxElectricCapacity, explosionType, explosionRadiusMultiplier, explosionDamage, minSizeForExplosion, causesAlarm, requiresEnergy: requiresEnergy, explosionParticleEffectScale: explosionParticleEffectScale, displayHud: displayHud)
 {
     m_modelLod0Enum = modelLod0Enum;
     m_modelLod1Enum = modelLod1Enum;
     m_collisionModelEnum = collisionModelEnum;
 }
 public MyPrefabConfigurationParticles(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyParticleEffectsIDEnum effectID)
     : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, effectID, PrefabTypesFlagEnum.Default)
 {            
 }
 public MyPrefabConfigurationParticles(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyParticleEffectsIDEnum effectID, PrefabTypesFlagEnum prefabTypeFlag)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag)
 {
     EffectID = effectID;
 }
 public MyPrefabConfigurationLight(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyLightPrefabTypeEnum type, MyModelsEnum? collisionModelEnum = null)
     : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, type, PrefabTypesFlagEnum.Default, collisionModelEnum)
 {            
 }
 public MyPrefabConfigurationHangar(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum? collisionModel = null)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, displayHud: true, collisionModelEnum: collisionModel)
 {
 }
 public MyPrefabConfigurationFoundationFactory(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyModelsEnum? collisionModelEnum = null)
     : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.FoundationFactory, collisionModelEnum)
 {
 }
 public MyPrefabConfigurationSound(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MySoundCuesEnum sound)
     : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, sound, PrefabTypesFlagEnum.Default)
 {            
 }
 public MyPrefabConfigurationSound(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MySoundCuesEnum sound, PrefabTypesFlagEnum prefabTypesFlag)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypesFlag, needsUpdate: true)
 {
     Sound = sound;
 }
 public MyPrefabConfigurationHangar(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyModelsEnum? collisionModel = null)
     : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Hangar, collisionModel: collisionModel)
 {
 }
 public MyPrefabConfigurationScanner(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType)
     : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Scanner)
 {
 }
 public static MyGuiPrefabSubCategoryTypeHelper GetMyGuiSubCategoryTypeHelper(SubCategoryTypesEnum subCategoryType)
 {
     MyGuiPrefabSubCategoryTypeHelper ret;
     if (m_subCategoryTypeHelpers.TryGetValue(subCategoryType, out ret))
         return ret;
     else
         return null;
 }
 public MyPrefabConfigurationScanner(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, needsUpdate: true, initPhysics: false, requiresEnergy: true)
 {
 }
 public MyPrefabConfigurationLight(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyLightPrefabTypeEnum type, PrefabTypesFlagEnum prefabTypesFlag, MyModelsEnum? collisionModelEnum = null)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypesFlag, previewAngle: MyPreviewPointOfViewEnum.Bottom, needsUpdate: true, collisionModelEnum: collisionModelEnum)
 {
     LightType = type;
 }
 public MyPrefabConfigurationAlarm(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, MyModelsEnum modelLod0EnumOn, MyModelsEnum? modelLod1EnumOn, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType)
     : this(modelLod0Enum, modelLod1Enum, modelLod0EnumOn, modelLod1EnumOn, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Alarm)
 {
 }