public void Setup(object data = null) { LoadDefaults(); (Sprites as SpriteContainerManager).Setup(spriteContainersParent, new Dictionary <string, string> { ["badges"] = "Prefabs/SpriteContainers/Badges", ["misc"] = "Prefabs/SpriteContainers/Misc", ["planets"] = "Prefabs/SpriteContainers/Planets", ["earth"] = "Prefabs/SpriteContainers/Earth", ["moon"] = "Prefabs/SpriteContainers/Moon", ["mars"] = "Prefabs/SpriteContainers/Mars", ["belt"] = "Prefabs/SpriteContainers/Belt", ["europe"] = "Prefabs/SpriteContainers/Europe", ["titan"] = "Prefabs/SpriteContainers/Titan" }); repositories.Add(Generators); repositories.Add(Managers); repositories.Add(Localization); repositories.Add(PlanetRepository); repositories.Add(PlanetNameRepository); repositories.Add(ShipModuleRepository); repositories.Add(ModuleNameRepository); repositories.Add(MechanicDataRepository); repositories.Add(SecretaryDataRepository); repositories.Add(UnitStrengthDataRepository); repositories.Add(BankLevelRepository); repositories.Add(GeneratorLocalData); repositories.Add(PersonalImprovements); repositories.Add(LocalProducts); repositories.Add(ManagerLocalDataRepository); repositories.Add(ManagerImprovements); repositories.Add(CashUpgrades); repositories.Add(SecuritiesUpgrades); repositories.Add(CoinUpgrades); repositories.Add(PlayerIcons); repositories.Add(StatusNames); repositories.Add(Products); repositories.Add(PersonalProducts); repositories.Add(RocketData); repositories.Add(RocketUpgradeRepository); repositories.Add(Profiles); Localization.Setup(SystemLanguage.English); Load(); Prefabs.AddPath("coins", "Prefabs/Effects/Coins"); Prefabs.AddPath("movetext", "Prefabs/Effects/MoveText"); Prefabs.AddPath("wincoin", "Prefabs/Effects/wincoin"); Prefabs.AddPath("lastsibling", "Prefabs/lastsibling"); Prefabs.AddPath("finger", "Prefabs/UI/TutorialFingerView"); Prefabs.AddPath("accum_text", "Prefabs/Effects/AccumulatedText"); Prefabs.AddPath("buy_er", "Prefabs/Effects/buy_er"); Prefabs.AddPath("highlightregion", "Prefabs/Effects/HighlightRegion"); Prefabs.AddPath("highlightarea", "Prefabs/Effects/HighlightArea"); Audio.AddPath(SoundName.GameBackMusic, "Audio/GameBackMusic"); Audio.AddPath(SoundName.SplitBackMusic, "Audio/SplitBackMusic"); }