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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Gaia
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{
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public enum SortBiomesBy { Name, OrderNumber }
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public class UserFiles : ScriptableObject
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{
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public bool m_autoAddNewFiles = true;
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public bool m_updateFilesWithGaiaUpdate = true;
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public SortBiomesBy m_sortBiomesBy = SortBiomesBy.Name;
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public List<BiomePreset> m_gaiaManagerBiomePresets = new List<BiomePreset>();
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public List<SpawnerSettings> m_gaiaManagerSpawnerSettings = new List<SpawnerSettings>();
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public List<ExportTerrainSettings> m_exportTerrainSettings = new List<ExportTerrainSettings>();
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public void PruneNonExisting()
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{
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#if UNITY_EDITOR
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for (int i = m_gaiaManagerBiomePresets.Count - 1; i >= 0; i--)
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{
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if (String.IsNullOrEmpty(AssetDatabase.GetAssetPath(m_gaiaManagerBiomePresets[i])))
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{
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m_gaiaManagerBiomePresets.RemoveAt(i);
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}
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}
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for (int i = m_gaiaManagerSpawnerSettings.Count - 1; i >= 0; i--)
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{
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if (String.IsNullOrEmpty(AssetDatabase.GetAssetPath(m_gaiaManagerSpawnerSettings[i])))
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{
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m_gaiaManagerSpawnerSettings.RemoveAt(i);
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}
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}
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for (int i = m_exportTerrainSettings.Count - 1; i >= 0; i--)
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{
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if (String.IsNullOrEmpty(AssetDatabase.GetAssetPath(m_exportTerrainSettings[i])))
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{
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m_exportTerrainSettings.RemoveAt(i);
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}
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}
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#endif
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}
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}
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}
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