loadDriftData
Definition
-- @/lua/ge/extensions/gameplay/drift/saveLoad.lua:138
local function loadDriftData(fileName)
if not fileName then
return
end
local json = jsonReadFile(fileName)
if not json then
log('E', logTag, 'unable to find driftData file: ' .. tostring(fileName))
return
end
-- "cast" scl, pos and rot to vec/quat
for _, elem in ipairs(json.stuntZones or {}) do
if elem.pos and type(elem.pos) == "table" and elem.pos.x and elem.pos.y and elem.pos.z then elem.pos = vec3(elem.pos) end
if elem.rot and type(elem.rot) == "table" and elem.rot.x and elem.rot.y and elem.rot.z and elem.rot.w then elem.rot = quat(elem.rot) end
if elem.scl and type(elem.scl) == "table" and elem.scl.x and elem.scl.y and elem.scl.z then elem.scl = vec3(elem.scl) end
if elem.scl and type(elem.scl) == "number" then end
end
gameplay_drift_stuntZones.setStuntZones(json.stuntZones)
end
Callers
@/lua/ge/extensions/editor/driftDataEditor.lua
local function loadDriftData(filename)
if not filename then
if im.MenuItem1("Load...") then
editor_fileDialog.openFile(function(data) loadDriftData(data.filepath) end, {{"driftData Files",".driftData.json"}}, false, currentFileDir)
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/drift/setDriftData.lua
if valid then
gameplay_drift_saveLoad.loadDriftData(file)
end