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loading

Definition


-- @/lua/ge/extensions/core/gamestate.lua:79

local function loading ()
  return not (containsOnly(loadingScreenRequests, false) or tableIsEmpty(loadingScreenRequests))
end

Callers

@/lua/ge/extensions/flowgraph/modules/prefabModule.lua
    self.flags.rebuildNavgraphOnAfterTrigger = false
    if not core_gamestate.loading() then
      map.reset()
  if data.containsColliders then
    if core_gamestate.loading() then
      if not self.flags.reloadCollisionOnLevelLoading then
  if data.requiresNavgraphReload then
    if core_gamestate.loading() then
      if not self.flags.rebuildNavgraphOnLevelLoading then
@/lua/ge/extensions/flowgraph/modules/levelModule.lua
function C:delayOrInstantFunction(fun)
  if core_gamestate.loading() then
    table.insert(self.funs, fun)
function C:prefabLoaded(id)
  if core_gamestate.loading() then
    self.reloadCollisionOnLevelLoading = true
@/lua/ge/extensions/flowgraph/nodes/ui/fadeFromBlack.lua
  self:setDurationState('started')
  if core_gamestate.loading() then
    server.fadeoutLoadingScreen()
@/ui/lib/ext/angular-translate/angular-translate-loader-partial/angular-translate-loader-partial.js
              if (!options.__retries) {
                // the part structure has been changed while loading (the origin ones)
                // this can happen if an addPart/removePart has been invoked right after a $translate.use(lang)
              } else {
                // the part structure has been changed again while loading (retried one)
                // because this could an infinite loop, this will not load another one again
@/lua/ge/extensions/tech/techCore.lua

  if scenario then -- 'normal' scenario loading (not flowgraph)
    scenario_scenarios.changeState('running')
@/lua/ge/server/server.lua
  end
  --log('I', logTag, 'Loading = '..tostring(core_gamestate.loading()))
  -- yes this is weird, but it fixes the problem with createGame and luaPreRender
@/lua/ge/extensions/flowgraph/nodes/util/onMenu.lua
  if core_input_bindings and core_input_bindings.getMenuActionMapEnabled then
    isMenuOpen = core_input_bindings.getMenuActionMapEnabled() and (not core_gamestate.loading())
  end