/// <summary>
/// Es wird ganz am anfang alle Prefabs aus den Ordnern im Dictionary reingepackt.
/// It loaded all the stuff what will be need in the project.
/// </summary>
public void LoadAllResources()
{
AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Buildings"), EntityType.BUILDING);
AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Offices"), EntityType.OFFICES);
AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Fortniture"), EntityType.FORNITURE);
AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Environment"), EntityType.ENVIRONMENT);
AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Entitys/Workers/Developers"), EntityType.DEVELOPER);
AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Entitys/Azubis"), EntityType.AZUBI);
AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Entitys/Clients"), EntityType.CUSTOMER);
materials.AddRange(Resources.LoadAll <Material>("Materials"));
particleMaterials.AddRange(Resources.LoadAll <Material>("Materials/Particle"));
particleSystems.AddRange(Resources.LoadAll <GameObject>("Prefabs/ParticleSystems"));
//creat the instances for the game states
gameStates.Add(Scenes.INTRO, new Intro());
gameStates.Add(Scenes.MAIN_MENU, new MainMenu());
gameStates.Add(Scenes.PREGAME, new PreGame());
gameStates.Add(Scenes.GAME, new Game());
gameStates.Add(Scenes.LOADING, new Loading());
gameStates.Add(Scenes.EXIT, new Exit());
LoadSettingsData();
}