addPrefab
Definition
-- @/lua/ge/ge_utils.lua:719
function addPrefab(objName, objFileName, objPos, objRotation, objScale, useGlobalTranslation)
local obj = scenetree[objName]
if not obj then
log('D', logTag, 'adding prefab '..objName)
local p = createObject('Prefab')
p.filename = String(objFileName)
p.loadMode = 1 --'Manual'
p:setField('position', '', objPos)
p:setField('rotation', '', objRotation)
p:setField('scale', '', objScale)
p.canSave = true
p.canSaveDynamicFields = true
p.useGlobalTranslation = useGlobalTranslation or false
p:registerObject(objName)
--MissionCleanup.add(%p)
return p
else
log('E', logTag, 'Object already exists: '..objName)
return nil
end
end
Callers
@/lua/ge/extensions/flowgraph/modules/prefabModule.lua
self:addPrefab(scenetreeObject:getID())
return scenetreeObject:getID()
function C:addPrefab(id, moreData)
local data = {
@/flowgraphEditor/Tower/customNodes/towerNode.lua
--scenetreeObject:setName(name)
self.mgr.modules.prefab:addPrefab(scenetreeObject:getID())
local prefabId = scenetreeObject:getID()
@/lua/ge/extensions/flowgraph/nodes/scene/spawnPrefab.lua
--scenetreeObject:setName(name)
self.mgr.modules.prefab:addPrefab(scenetreeObject:getID())
else
@/lua/ge/ge_utils.lua
local p = addPrefab(objName, objFileName, objPos, objRotation, objScale, useGlobalTranslation)
if p then
@/lua/ge/extensions/scenario/scenarios.lua
elseif val == 1 then
return addPrefab(objName, objFileName, objPos, objRotation, objScale)
else
@/lua/ge/extensions/flowgraph/nodes/scene/trackPrefab.lua
function C:workOnce()
self.mgr.modules.prefab:addPrefab(self.pinIn.id.value, {
dontDelete = self.pinIn.dontDelete.value,