split engine configuration from engine
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using System.Collections.Generic;
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using Escape_Room_Engine.Engine.Scripts.Modules;
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using NaughtyAttributes;
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using UnityEngine;
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namespace Escape_Room_Engine.Engine.Scripts
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{
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[CreateAssetMenu(menuName = "Engine Config")]
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public class EngineConfiguration : ScriptableObject
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{
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[BoxGroup("Size")]
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[Tooltip("The minimum size that should be allowed for rooms.")]
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public Vector2Int minRoomSize;
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[BoxGroup("Size")]
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[Tooltip("The size of the physical play space available to the engine.")]
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public Vector2Int playSpace;
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[BoxGroup("Doors")]
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[Required]
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public DoorModuleDescription spawnDoor;
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[BoxGroup("Doors")]
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[ValidateInput("IsNotEmpty", "At least one exit door type is required")]
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public List<DoorModuleDescription> exitDoorTypes;
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[BoxGroup("Puzzles")]
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[MinMaxSlider(0, 10)] public Vector2Int puzzleCount;
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[BoxGroup("Puzzles")]
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public List<PuzzleModuleDescription> puzzleTypes;
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public ModuleDescription genericModule;
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}
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}
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