getUniqueName
Definition
-- @/=[C]:-1
function getUniqueName(...)
Callers
@/lua/ge/extensions/editor/forestEditor.lua
local internalName = getUniqueForestBrushInternalName()
fb:setName(Sim.getUniqueName("ForestBrush_" .. internalName))
fb:setInternalName(internalName)
local fbe = ForestBrushElement()
local internalName = Sim.getUniqueName(getUniqueForestBrushElementInternalName())
local function newForestItemData(data)
local name = Sim.getUniqueName(data.filename:match("(.+)%."))
local objId = editor.createDataBlock(name, "ForestItemData", nil, editor.levelPath .. "art/forest/managedItemData.json")
@/lua/ge/extensions/editor/roadSpline/import.lua
else
local fallbackName = Sim.getUniqueName("RestoredDecalRoad")
obj:registerObject(fallbackName)
@/lua/ge/extensions/gameplay/crawl/utils.lua
local _, fn = path.splitWithoutExt(filePath)
local scenetreeObject = spawnPrefab(Sim.getUniqueName(fn), filePath, 0 .. " " .. 0 .. " " .. 0, "0 0 1 0", "1 1 1", false)
scenetreeObject.canSave = false
@/lua/ge/extensions/editor/missionEditor/prefabs.lua
local dir, filename, ext = path.split(file)
local p = spawnPrefab(Sim.getUniqueName(self.mission.id.."-"..filename),file,"0 0 0","0 0 1 0","1 1 1")
if p then
@/lua/ge/extensions/freeroam/bigMapMode.lua
fog.dynamic = true
fog:registerObject(Sim.getUniqueName("mapBoundFog" .. i))
mapBoundsFogPool[i] = fog
@/lua/ge/extensions/editor/decalSpline/populate.lua
template:setField("material", 0, componentPath)
local name = Sim.getUniqueName(componentPath) -- Get a unique name for the decal data object.
template:registerObject(name)
@/lua/ge/extensions/flowgraph/modules/cameraModule.lua
function C:getUniqueName(prefix)
return prefix.."-"..self:getFreeId()
@/lua/ge/extensions/editor/api/roadRiver.lua
mesh:registerObject(Sim.getUniqueName("New" .. type))
scenetree.MissionGroup:add(mesh)
@/lua/ge/extensions/editor/util/editorElementHelper.lua
if im.Selectable1("Spawn Prefab at Origin") then
local prefab = spawnPrefab(Sim.getUniqueName(e.label..e._id),e.foundFile,"0 0 0","0 0 1 0","1 1 1")
if prefab then
@/lua/ge/extensions/editor/roadSpline/layerMgr.lua
local name = Sim.getUniqueName(layer.name .. "_chunk")
decalRoad:registerObject(name)
newDecalRoad:setField("detail", 0, defaultDecalRoadDetail)
local name = Sim.getUniqueName(layer.name) -- Get a unique name for the decal road object.
newDecalRoad:registerObject(name)
@/lua/ge/extensions/editor/api/object.lua
name = name .. "_unpacked"
name = Sim.getUniqueName(name)
newGroup:setName(name)
if convertedPrefab then
name = Sim.getUniqueName(name)
local instance = editor.replaceGroupWithPrefabInstance(convertedPrefab, parentGroup, name, bboxCenter)
if obj and name then
obj:setName(Sim.getUniqueName(name))
end
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
if im.Selectable1("Spawn Prefab at Origin") then
local prefab = spawnPrefab(Sim.getUniqueName(mission.id.." - " .. e.label),e.foundFile,"0 0 0","0 0 0 1","1 1 1")
if prefab then
@/lua/ge/extensions/flowgraph/nodes/scene/camera/procedural/procCamPathPosRot.lua
local name = self.mgr.modules.camera:getUniqueName(self.id .. "pcp")
local id = self.mgr.modules.camera:addCustomPath(name, path, true)
@/lua/ge/extensions/core/groundMarkerArrows.lua
arrow.canSave = false
arrow:registerObject(Sim.getUniqueName("arrow"))
if not simObjectExists(arrow) then
@/lua/ge/extensions/editor/objectToSplineEditor.lua
newGroup = createObject("SimGroup")
newGroup:registerObject(Sim.getUniqueName("SplineObjects"))
scenetree.MissionGroup:addObject(newGroup)
@/lua/ge/extensions/editor/api/decal.lua
local function createDecalTemplate()
local name = Sim.getUniqueName("NewTemplate")
local templates = Engine.Render.DecalMgr.getSet():getObjects()
@/lua/ge/extensions/editor/particleEditor.lua
if not actionData.id then
local newEmitterName = Sim.getUniqueName("newEmitter")
actionData.id = editor.createDataBlock(newEmitterName, "ParticleEmitterData", "DefaultEmitter", defaultEmitterFile)
if not actionData.particleID then
local newParticleName = Sim.getUniqueName("newParticle")
actionData.particleID = editor.createDataBlock(newParticleName, "ParticleData", "DefaultParticle", defaultParticleFile)
if editor.uiIconImageButton(editor.icons.add_circle, im.ImVec2(22 * im.uiscale[0], 22 * im.uiscale[0]), nil, nil, nil) then
local newParticleName = Sim.getUniqueName("newParticle")
editor.createDataBlock(newParticleName, "ParticleData", "DefaultParticle", defaultParticleFile)
@/lua/ge/extensions/util/showroom.lua
local pos = getSuitablePosition()
prefab = spawnPrefab(Sim.getUniqueName("Showroom"),prefabPath,string.format("%d %d %d", pos.x, pos.y, pos.z) ,"0 0 1 0","1 1 1", true)
if not prefab then
@/lua/ge/extensions/editor/assetBrowser.lua
if editor.assetDragDrop.data.type == 'prefab' then
var.dragDropMesh = spawnPrefab(Sim.getUniqueName(editor.assetDragDrop.data.fileName), editor.assetDragDrop.data.path, "0 0 0", "1 0 0 0", "1 1 1")
if var.dragDropMesh then
fn = function(asset)
local prefab = spawnPrefab(Sim.getUniqueName(asset.fileName),asset.path,"0 0 0","1 0 0 0","1 1 1")
if prefab then
fn = function(asset)
local prefab = spawnPrefab(Sim.getUniqueName(asset.fileName),asset.path,"0 0 0","1 0 0 0","1 1 1")
if prefab then
@/lua/ge/extensions/flowgraph/nodes/scene/camera/procedural/procDirectPath.lua
local name = self.mgr.modules.camera:getUniqueName(self.id .. "pcp")
local id = self.mgr.modules.camera:addCustomPath(name, path, true)
@/lua/ge/extensions/gameplay/crawl/boundary.lua
local markerGroup = createObject("SimGroup")
markerGroup:registerObject(Sim.getUniqueName("BoundaryMarkers"))
scenetree.MissionGroup:addObject(markerGroup)
for i, point in ipairs(points) do
local name = Sim.getUniqueName("BoundaryFlag_" .. i)
local marker = createObject('TSStatic')
@/gameplay/missionTypes/collection/customNodes/collectionMarkersNode.lua
marker.scale = vec3(1, 1, 1)
marker:registerObject(Sim.getUniqueName("Marker"..tostring(pos)))
return marker:getId()
light:setField('radius', 0, 3)
light:registerObject(Sim.getUniqueName("Light"..tostring(pos)))
return light:getId()