public static void InitProperties(ref CommonGameConfigurations CommonGameConfigurations) { #region Puzzle Common Prefabs AssetFinder.SafeSingleAssetFind(ref CommonGameConfigurations.PuzzleLevelCommonPrefabs.GameManagerPersistanceInstance, "_GameManagers_Persistance_Instanciater"); AssetFinder.SafeSingleAssetFind(ref CommonGameConfigurations.PuzzleLevelCommonPrefabs.CorePuzzleSceneElements, "CorePuzzleSceneElements"); AssetFinder.SafeSingleAssetFind(ref CommonGameConfigurations.PuzzleLevelCommonPrefabs.BasePuzzleLevelDynamics, "BasePuzzleLevelDynamics"); AssetFinder.SafeSingleAssetFind(ref CommonGameConfigurations.PuzzleLevelCommonPrefabs.BaseLevelChunkPrefab, "BaseLevelprefab"); #endregion //TODO configuration initialization if (CommonGameConfigurations.Configurations.Count == 0) { foreach (var configurationType in TypeHelper.GetAllGameConfigurationTypes()) { CommonGameConfigurations.Configurations.Add(configurationType, (IConfigurationSerialization)AssetFinder.SafeAssetFind("t:" + configurationType.Name)[0]); } } }
public static string ComputeErrorState(ref CommonGameConfigurations CommonGameConfigurations) { return(NonNullityFieldCheck(NonNullityFieldCheck(CommonGameConfigurations.PuzzleLevelCommonPrefabs)) .ToList() .Find((s) => !string.IsNullOrEmpty(s))); }