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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();