generateUUID
Definition
-- @/=[C]:-1
function generateUUID(...)
Callers
@/lua/ge/extensions/editor/assemblySpline/populate.lua
obj:setField('shapeName', 0, meshPath)
local id = Engine.generateUUID()
obj:registerObject(string.format('Mesh_%s', id))
@/lua/ge/extensions/editor/masterSpline/layerMgr.lua
name = string.format("New Layer %d", #spline.layers + 1),
id = Engine.generateUUID(),
isDirty = true,
name = data.name,
id = data.id or Engine.generateUUID(),
isDirty = true,
@/lua/ge/extensions/gameplay/rally/driveline/drivelineV3.lua
name = "Rally Driveline",
id = Engine.generateUUID(),
isDirty = false,
@/lua/ge/extensions/editor/tech/roadArchitect/groups.lua
local rCopy = roadMgr.copyRoad(r)
local idNew = Engine.generateUUID()
rCopy.name, rCopy.isHidden = idNew, false
roads[r.name] = roadMgr.copyRoad(r)
local newName = Engine.generateUUID()
roads[r.name].name = newName
gRoads[i] = roadMgr.copyRoad(r)
local newRId = Engine.generateUUID()
gRoads[i].name, gRoads[i].isHidden = newRId, true
@/lua/ge/extensions/core/audioRibbon.lua
emitter.canSave = false
emitter:registerObject('DynamicSFXEmitter_' .. Engine.generateUUID())
emitter:play()
@/lua/ge/extensions/editor/roadSpline/import.lua
name = 'Imported ' .. tostring(#layers + 1) .. ' ' .. road:getID(),
id = Engine.generateUUID(),
isDirty = true,
@/lua/ge/extensions/editor/sidewalkSpline/splineMgr.lua
local newFolder = createObject("SimGroup")
local folderNameId = Engine.generateUUID()
newFolder:registerObject(string.format("%s - %s", uniqueName, folderNameId))
local uniqueName = util.generateUniqueName(baseName, toolPrefixStr)
local id = Engine.generateUUID()
@/lua/ge/extensions/editor/decalSpline/splineMgr.lua
name = uniqueName,
id = Engine.generateUUID(),
isDirty = false,
@/lua/ge/extensions/editor/meshSpline/splineMgr.lua
local newFolder = createObject("SimGroup")
local folderNameId = Engine.generateUUID()
newFolder:registerObject(string.format("%s - %s", uniqueName, folderNameId))
local uniqueName = util.generateUniqueName(baseName, toolPrefixStr)
local id = Engine.generateUUID()
@/lua/ge/extensions/editor/drivePathEditor/splineMgr.lua
name = uniqueName,
id = Engine.generateUUID(),
isDirty = true,
@/lua/ge/extensions/editor/sidewalkSpline/populate.lua
obj:setField('shapeName', 0, meshPath)
local id = Engine.generateUUID()
obj:registerObject(string.format('SidewalkMesh_%s', id))
@/lua/ge/extensions/editor/masterSpline/splineMgr.lua
name = uniqueName,
id = Engine.generateUUID(),
isEnabled = true,
spline1.name = spline.name .. " (1)"
spline1.id = Engine.generateUUID()
spline1.isLoop = false
spline2.name = spline.name .. " (2)"
spline2.id = Engine.generateUUID()
spline2.isLoop = false
-- Generate new ids for both layers.
layer1.id = Engine.generateUUID()
layer2.id = Engine.generateUUID()
layer1.id = Engine.generateUUID()
layer2.id = Engine.generateUUID()
-- Generate new ids for the copied splines.
spline1Copy.id = Engine.generateUUID()
spline2Copy.id = Engine.generateUUID()
spline1Copy.id = Engine.generateUUID()
spline2Copy.id = Engine.generateUUID()
-- Add to mesh spline arrays.
-- Generate new ids for the copied splines.
spline1Copy.id = Engine.generateUUID()
spline2Copy.id = Engine.generateUUID()
spline1Copy.id = Engine.generateUUID()
spline2Copy.id = Engine.generateUUID()
-- Add to assembly spline arrays.
-- Generate new ids for the copied splines.
spline1Copy.id = Engine.generateUUID()
spline2Copy.id = Engine.generateUUID()
spline1Copy.id = Engine.generateUUID()
spline2Copy.id = Engine.generateUUID()
-- Add to decal spline arrays.
-- Generate new ids for the copied splines.
spline1Copy.id = Engine.generateUUID()
spline2Copy.id = Engine.generateUUID()
spline1Copy.id = Engine.generateUUID()
spline2Copy.id = Engine.generateUUID()
-- Clear the sceneTreeFolderId so addGroupToGroupArray creates fresh folders.
name = data.name or "?",
id = data.id or Engine.generateUUID(),
isDirty = true,
@/lua/ge/extensions/editor/assemblySpline/molecule.lua
assemblyKit[ctr] = {
id = Engine.generateUUID(), -- Unique id for this mesh
meshPath = path, -- Path to the mesh file.
mesh = {
id = Engine.generateUUID(), -- Unique id for this bridge instance.
meshPath = bridgeMesh.meshPath, -- Same mesh path as original.
local newVariation = deepcopy(variation)
newVariation.id = Engine.generateUUID() -- New unique id for this variation instance (to distinguish from base or other variations).
newVariation.isRandom = newVariation.isRandom or false
@/lua/ge/extensions/editor/assemblySpline/splineMgr.lua
local newFolder = createObject("SimGroup")
local folderNameId = Engine.generateUUID()
newFolder:registerObject(string.format("%s - %s", uniqueName, folderNameId))
local uniqueName = util.generateUniqueName(baseName, toolPrefixStr)
local id = Engine.generateUUID()
@/lua/ge/extensions/editor/decalSpline/populate.lua
local uniqueName = util.generateUniqueName("DecalSpline - Templates", toolPrefixStr)
local folderNameId = Engine.generateUUID()
local newFolder = createObject("SimGroup")
@/lua/ge/extensions/editor/tech/roadArchitect/roads.lua
name = Engine.generateUUID(), -- The unique id of the road.
profileTemplateName,
Engine.generateUUID()))
end
@/lua/ge/extensions/editor/roadSpline/groupMgr.lua
local newFolder = createObject("SimGroup")
local folderNameId = Engine.generateUUID()
newFolder:registerObject(string.format("%s - %s", uniqueName, folderNameId))
local uniqueName = util.generateUniqueName(baseName, toolPrefixStr)
local id = Engine.generateUUID()
group1.name = group.name .. " (1)"
group1.id = Engine.generateUUID()
group1.nodes = nodes1
group2.name = group.name .. " (2)"
group2.id = Engine.generateUUID()
group2.nodes = nodes2
@/lua/ge/extensions/editor/sidewalkSpline/kit.lua
table.insert(sidewalkKit, {
id = Engine.generateUUID(),
meshPath = meshPath,
@/lua/ge/extensions/editor/audioRibbonEditor.lua
local statePre = copyRibbonsState()
local ribbonId = Engine.generateUUID()
ribbons[#ribbons + 1] =
@/lua/ge/extensions/editor/assemblySpline/import.lua
assemblyKit[i] = {
id = Engine.generateUUID(),
meshPath = meshPath,
@/lua/ge/extensions/editor/roadSpline/layerMgr.lua
name = string.format("New Layer %d", #group.layers + 1),
id = Engine.generateUUID(),
isDirty = true,
local newLayer = deepCopyLayer(layer)
newLayer.id = Engine.generateUUID()
newLayer.name = layer.name .. " (Copy)"
name = string.format("%s - Left %d", searchString, i),
id = Engine.generateUUID(),
isDirty = true,
name = string.format("%s - Right %d", searchString, i),
id = Engine.generateUUID(),
isDirty = true,
name = roadCenterLineStr,
id = Engine.generateUUID(),
isDirty = true,
name = roadEdgeLineStr .. " - Left",
id = Engine.generateUUID(),
isDirty = true,
name = roadEdgeLineStr .. " - Right",
id = Engine.generateUUID(),
isDirty = true,
name = string.format("%s - Left %d", roadLaneLineStr, i),
id = Engine.generateUUID(),
isDirty = true,
name = string.format("%s - Right %d", roadLaneLineStr, i),
id = Engine.generateUUID(),
isDirty = true,
name = roadEdgeBlend1Str .. " - Left",
id = Engine.generateUUID(),
isDirty = true,
name = roadEdgeBlend1Str .. " - Right",
id = Engine.generateUUID(),
isDirty = true,
name = roadEdgeBlend2Str .. " - Left",
id = Engine.generateUUID(),
isDirty = true,
name = roadEdgeBlend2Str .. " - Right",
id = Engine.generateUUID(),
isDirty = true,
name = roadEdgeBlend3Str .. " - Left_A",
id = Engine.generateUUID(),
isDirty = true,
name = roadEdgeBlend3Str .. " - Right_A",
id = Engine.generateUUID(),
isDirty = true,
name = data.name or "?",
id = data.id or Engine.generateUUID(),
isDirty = true, -- Set to dirty. The objects will be added in the next update.
@/inspector/External/three.js/three.js
return function generateUUID() {
this.uuid = _Math.generateUUID();
image.uuid = _Math.generateUUID(); // UGH
this.uuid = _Math.generateUUID();
this.uuid = _Math.generateUUID();
this.uuid = _Math.generateUUID();
this.uuid = _Math.generateUUID();
this.uuid = _Math.generateUUID();
this.uuid = _Math.generateUUID();
var uuid = _Math.generateUUID();
var json = {
uuid: _Math.generateUUID(),
type: 'MeshLambertMaterial'
this.uuid = _Math.generateUUID();