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//
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// This file is part of the Tremble package by Tiny Goose.
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// Copyright (c) 2024-2026 TinyGoose Ltd., All Rights Reserved.
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//
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namespace TinyGoose.Tremble.Editor
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{
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[ManualPage("Entities/Brush Entities")]
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public class BrushEntitiesPage : ManualPageBase
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{
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protected override void OnGUI()
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{
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Text(
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"Brush Entities are brushes (models/shapes) in the map, which you want to apply a",
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"MonoBehaviour script to. For example, a moving platform whose shape you design in",
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"your TrenchBroom. Or, a trigger box which kills players on entry (see below).");
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Image("T_Manual_BrushEntity");
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Text("The following properties are available:");
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PropertyDescription("name",
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"The name of the entity in TrenchBroom.",
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"If omitted, we convert your MonoBehaviour name according to your Naming Convention in settings."
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);
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PropertyDescription("category",
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"The menu category to show the entity under, for example 'solid'.",
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$"If omitted, we use the default prefix, '{FgdConsts.BRUSH_PREFIX}'."
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);
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PropertyDescription("type",
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"Which brush type to use, which defines how the brush appears and how its collision",
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"functions."
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);
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Foldout("Available Brush Types", () =>
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{
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PropertyDescription("Solid",
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"A Solid brush with a texture.",
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"Example: a moving platform.");
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PropertyDescription("Liquid",
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"A brush with a texture, but with a trigger collision instead of a solid one.",
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"Example: a volume of water/lava, which damages players when entering.");
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PropertyDescription("Trigger",
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"A completely invisible brush which has a trigger collision.",
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"Example: a volume which triggers an event when players walk into the area.");
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PropertyDescription("Invisible",
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"A completely invisible brush which has solid collision.",
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"Example: an invisible wall to stop players going out of bounds.");
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});
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H1("Brush Entity Wizard");
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Text(
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"Tremble can guide you through creating the correct attribute code for your entity,",
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"to help you get up and running quickly."
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);
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ActionBar_SingleAction("Build Brush Entity", () => GoToPage(typeof(BrushBuilderPage)));
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}
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}
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}
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