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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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using UnityEngine;
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namespace TinyGoose.Tremble.Editor
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{
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[ManualPage("Import from Other Games/Maps from other games")]
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public class MapRepairForeignPage : ManualPageBase
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{
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private static readonly string[] TAB_NAMES = new[]
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{
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"Materials/Textures", "Entities"
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};
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private int m_SelectedTabIdx;
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protected override void OnGUI()
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{
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Image("T_Manual_MapRepair_Required", width: 220f);
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Text("You can also use Map Repair to patch up what Tremble terms 'foreign maps' (maps",
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"from other games) to work with your Tremble/Unity project. This also allows you to",
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"import/export maps between your own projects, or even import maps from other games",
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"(such as Quake®!).");
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Text("For any unrecognised entities in maps, Map Repair will generate new MonoBehaviour classes",
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"to match them. This saves time creating C# classes for brand new entities you've",
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"added to the map.");
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Text("These generated classes will allow Tremble to import these new entities and will",
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"bring any values from the map into Unity - but of course, it won't provide any game",
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"logic such as movement or AI - you'd have to code that yourself.");
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H2("Available Tabs");
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{
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switch (Tabs(ref m_SelectedTabIdx, TAB_NAMES, width: 420f))
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{
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case 0: // Textures
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GUILayout.BeginHorizontal();
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{
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Image("T_Manual_MapRepair_Textures", width: 400f);
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GUILayout.BeginVertical();
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{
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Text("This tab shows a list of all of the map's textures, and Tremble’s best guess",
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"at which project Materials match those textures.");
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Bullet("You can then change which material each texture maps to manually, if you desire.");
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Bullet("You can click the small '!' button to apply a given material to all missing materials",
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"(for example, if you want to apply a single material to all unknown materials in a map)");
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}
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GUILayout.EndVertical();
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}
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GUILayout.EndHorizontal();
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break;
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case 1: // Entities
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GUILayout.BeginHorizontal();
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{
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Image("T_Manual_MapRepair_Entities", width: 400f);
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GUILayout.BeginVertical();
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{
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Text("This tab shows a list of all the map's point and brush entities, and Tremble’s best guess",
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"at which MonoBehaviour classes match those entities.");
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Bullet("You can then change which class each entity maps to manually, if you desire.");
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Bullet("Leave an unknown entity class as 'Generate new class' to ask Tremble to generate",
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"a new MonoBehaviour class that matches the entity. This may need manual tweaking",
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"afterwards, but will be valid and able to parse the map supplied.");
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Bullet("At the bottom of this tab, you are able to designate where new classes",
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"are generated and an optional namespace to use for them.");
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}
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GUILayout.EndVertical();
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}
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GUILayout.EndHorizontal();
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break;
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}
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}
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}
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}
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}
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