public void SetParams()
    {
        if (ParamsNotSet)
        {
            //Debug.Log("Unit type fullname is " + typeof(Unit).FullName);
            //Debug.Log("Tree type fullname is " + typeof(Tree).FullName);
            //WorldWidth = _WorldWidth;
            //WorldHeight = _WorldHeight;
            //WorldLength = _WorldLength;
            BrickPrefab     = _BrickPrefab;
            UnitPrefab      = _UnitPrefab;
            TreePrefab      = _TreePrefab;
            DigToolPrefab   = _DigTool;
            CraftToolPrefab = _CraftTool;
            PunchToolPrefab = _PunchTool;
            ZoneRod         = Instantiate(_ZoneRodPrefab);
            ZoneRod.SetActive(false);
            WorkbenchesStoragePath = "C:/GD/You and world/v.0.0.1/First/Configs/Workbenches.xml";
            BuildingsStoragePath   = "C:/GD/You and world/v.0.0.1/First/Configs/Buildings.xml";
            TexturesFolderPath     = "C:/GD/GDart/Textures/Resources/";
            ComplexObjectsTags     = new List <string>()
            {
                "WorkbenchBrick", "BuildingBrick", "Tree", "Unit"
            };
            Vector3Neighbours = new List <Vector3>()
            {
                Vector3.up, Vector3.down, Vector3.left, Vector3.right, Vector3.forward, Vector3.back
            };
            Vector2Neighbours = new List <Vector2>()
            {
                Vector2.left, Vector2.right, Vector2.up, Vector2.down
            };
            BranchesGrowTime      = 15f;
            KernelSize            = 27;
            MapBlurParam          = 0;
            MapBlurCoeffitient    = 0.06f;
            MapHeight             = 4;
            WaterLevel            = 5;
            MapSoilLevel          = 18;
            MapLandscapeScale     = 1;
            BasicMapRadius        = 0;
            MaxMapRadius          = 1000;
            NoizeShift            = Random.Range(0, MaxMapRadius * KernelSize);
            MenuTextFont          = _MenuTextFont;
            ResourceBasicMaterial = _Material;

            Log.Notice(scr, "Settings set");
            ZoneController.Initialize();
            Resources.UploadResources();
            Workbenches.UploadTemplates();
            Structures.Initialize();
            //Links.WorldBuilder.BuildTheWorld();
            StartCoroutine(Map.InitializeMap());
            //foreach (Kernel _k in Map.Kernels)
            //    StartCoroutine(MapGenerator.LandscapeGenerator(_k));
        }
        else
        {
            Debug.LogError("Settings are already set!");
        }
    }