savePath
Definition
-- @/lua/ge/extensions/core/paths.lua:96
local function savePath(cameraPath, filename)
local pathCopy = deepcopy(cameraPath)
for index, marker in ipairs(pathCopy.markers) do
marker.pos = {x = marker.pos.x, y = marker.pos.y, z = marker.pos.z}
marker.rot = {x = marker.rot.x, y = marker.rot.y, z = marker.rot.z, w = marker.rot.w}
marker.fov = marker.fov or 60
marker.trackPosition = marker.trackPosition or false
if marker.positionSmooth == defaultSplineSmoothing then
marker.positionSmooth = nil
end
if marker.bullettime == 1 then
marker.bullettime = nil
end
end
-- Filter out things that dont have to be saved
pathCopy.filename = nil
pathCopy.dirty = nil
pathCopy.id = nil
pathCopy.version = "6"
pathCopy.manualFov = pathCopy.manualFov or false
pathCopy.looped = pathCopy.looped or false
jsonWriteFile(filename, pathCopy, true)
cameraPath.filename = filename
cameraPath.dirty = false
end
Callers
@/lua/ge/extensions/editor/util/editorElementHelper.lua
local cedit = editor_camPathEditor
core_paths.savePath(editor_camPathEditor.currentPath, container.missionFolder .. fl)
end
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
local cedit = editor_camPathEditor
core_paths.savePath(editor_camPathEditor.currentPath, mission.missionFolder .. fl)
end
@/lua/ge/extensions/editor/camPathEditor.lua
if M.currentPath.filename then
core_paths.savePath(M.currentPath, M.currentPath.filename)
else
extensions.editor_fileDialog.saveFile(function(data)
core_paths.savePath(M.currentPath, data.filepath)
end, { { 'Camera Path Files', '.camPath.json' } }, false, currentLevelPath)
@/lua/ge/extensions/editor/crawlEditor/missionPortTool.lua
local boundarySuccess = gameplay_crawl_saveSystem.saveBoundary(boundary, boundaryFile)
local pathSuccess = gameplay_crawl_saveSystem.savePath(path, pathFile)
@/lua/ge/extensions/editor/crawlEditor.lua
elseif objectType == "path" then
gameplay_crawl_saveSystem.savePath(object, newFilePath)
elseif objectType == "boundary" then
path._missionName = nil
gameplay_crawl_saveSystem.savePath(path, path._filePath)
end
if newObject then
success = gameplay_crawl_saveSystem.savePath(newObject, filePath)
end
if path._dirty then
if gameplay_crawl_saveSystem.savePath(path, path._filePath) then
savedCount = savedCount + 1
if path._dirty then
if gameplay_crawl_saveSystem.savePath(path, path._filePath) then
savedCount = savedCount + 1
if selectedPath then
if gameplay_crawl_saveSystem.savePath(selectedPath, selectedPath._filePath) then
selectedPath._dirty = false