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loadPrefabs

Definition


-- @/lua/ge/extensions/gameplay/drag/saveSystem.lua:608

-- Prefab management functions
M.loadPrefabs = function(data)
  if not data or not data.prefabs then return end


  if data.prefabs.christmasTree and data.prefabs.christmasTree.isUsed then

    if data.prefabs.christmasTree.path then
      local treeNames = {[".400"] = "Pro Tree", [".500"] = "Sportsman Tree"}
      local treeName = treeNames[data.prefabs.christmasTree.treeType] or "Christmas Tree"
      local prefabId = spawnPrefab(treeName, data.prefabs.christmasTree.path, "0 0 0", "0 0 1 0", "1 1 1", false)
      if prefabId then
        data.prefabs.christmasTree.prefabId = prefabId:getID()
      end
    end
  end

  if data.prefabs.displaySign and data.prefabs.displaySign.isUsed then

    if data.prefabs.displaySign.path then
      local prefabId = spawnPrefab("Display Sign", data.prefabs.displaySign.path, "0 0 0", "0 0 1 0", "1 1 1", false)
      if prefabId then
        data.prefabs.displaySign.prefabId = prefabId:getID()
      end
    end
  end

  if data.prefabs.decorations and data.prefabs.decorations.isUsed then

    if data.prefabs.decorations.path then
      local prefabId = spawnPrefab("Decorations", data.prefabs.decorations.path, "0 0 0", "0 0 1 0", "1 1 1", false)
      if prefabId then
        data.prefabs.decorations.prefabId = prefabId:getID()
      end
    end
  end

  if data.prefabs.paths and data.prefabs.paths.isUsed then

    if data.prefabs.paths.path then
      local prefabId = spawnPrefab("Paths", data.prefabs.paths.path, "0 0 0", "0 0 1 0", "1 1 1", false)
      if prefabId then
        data.prefabs.paths.prefabId = prefabId:getID()
      end
    end
  end
end

Callers

@/lua/ge/extensions/editor/barriersEditor.lua

local function loadPrefabs(level, searchTerm)
  searchTerm = searchTerm or "*barrier*"
        if im.MenuItem1("Find for level " .. level) then
          loadPrefabs(level, ffi.string(searchText))
        end
@/lua/ge/extensions/gameplay/crawl/general.lua

  gameplay_crawl_utils.loadPrefabs(M.activeTrail.prefabs)
@/lua/ge/extensions/gameplay/drag/general.lua

local function loadPrefabs(data)
  if not data then return end

  gameplay_drag_saveSystem.loadPrefabs(data)
@/lua/ge/extensions/gameplay/crawl/utils.lua

local function loadPrefabs(prefabFileList)
  if not prefabFileList then return end