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