/// <summary>
 /// Initializes a new instance of the <see cref="BaseCreatorEditorSettings" /> struct
 /// when the unit composition is NOT preset.
 /// </summary>
 /// <param name="unitName">Name of the unit.</param>
 /// <param name="isOwnerUser">if set to <c>true</c> [is owner user].</param>
 /// <param name="elementQty">The element qty.</param>
 /// <param name="userRelations">The user relations.</param>
 /// <param name="cmsPerCmd">The CMS per command.</param>
 /// <param name="activeCMs">The active c ms.</param>
 /// <param name="deployDate">The deploy date.</param>
 /// <param name="losTurrets">The LOS turrets.</param>
 /// <param name="missileLaunchers">The missile launchers.</param>
 /// <param name="passiveCMs">The passive c ms.</param>
 /// <param name="shieldGens">The shield gens.</param>
 /// <param name="sensors">The sensors.</param>
 /// <param name="formation">The formation.</param>
 public BaseCreatorEditorSettings(string unitName, bool isOwnerUser, int elementQty, DebugDiploUserRelations userRelations, int cmsPerCmd, int activeCMs,
     GameDate deployDate, DebugLosWeaponLoadout losTurrets, DebugWeaponLoadout missileLaunchers, int passiveCMs, int shieldGens, int sensors,
     DebugBaseFormation formation)
     : base(unitName, isOwnerUser, elementQty, userRelations, cmsPerCmd, activeCMs, deployDate, losTurrets, missileLaunchers, passiveCMs,
         shieldGens, sensors) {
     Formation = formation;
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="BaseCreatorEditorSettings" /> struct
 /// when the unit composition is preset.
 /// </summary>
 /// <param name="unitName">Name of the unit.</param>
 /// <param name="isOwnerUser">if set to <c>true</c> [is owner user].</param>
 /// <param name="userRelations">The user relations.</param>
 /// <param name="cmsPerCmd">The CMS per command.</param>
 /// <param name="activeCMs">The active c ms.</param>
 /// <param name="deployDate">The deploy date.</param>
 /// <param name="losTurrets">The LOS turrets.</param>
 /// <param name="missileLaunchers">The missile launchers.</param>
 /// <param name="passiveCMs">The passive c ms.</param>
 /// <param name="shieldGens">The shield gens.</param>
 /// <param name="sensors">The sensors.</param>
 /// <param name="formation">The formation.</param>
 /// <param name="presetHullCats">The preset hull cats.</param>
 public BaseCreatorEditorSettings(string unitName, bool isOwnerUser, DebugDiploUserRelations userRelations, int cmsPerCmd, int activeCMs,
     GameDate deployDate, DebugLosWeaponLoadout losTurrets, DebugWeaponLoadout missileLaunchers, int passiveCMs, int shieldGens, int sensors,
     DebugBaseFormation formation, IList<FacilityHullCategory> presetHullCats)
     : base(unitName, isOwnerUser, userRelations, cmsPerCmd, activeCMs, deployDate, losTurrets, missileLaunchers, passiveCMs, shieldGens,
           sensors) {
     Formation = formation;
     PresetElementHullCategories = presetHullCats;
 }