getPathById
Definition
-- @/lua/ge/extensions/gameplay/crawl/saveSystem.lua:575
M.getPathById = function(pathId)
if not pathId then
log('E', logTag, 'No path ID provided')
return nil
end
return loadFromFile(pathId, "path")
end
Callers
@/lua/ge/extensions/gameplay/crawl/debug.lua
if debugData.trail.pathId then
path = gameplay_crawl_saveSystem.getPathById(debugData.trail.pathId)
end
@/lua/ge/extensions/editor/crawlEditor.lua
if FS:fileExists(pathFile) then
local path = gameplay_crawl_saveSystem.getPathById(pathFile)
if path then
for _, filePath in ipairs(pathFiles) do
local path = gameplay_crawl_saveSystem.getPathById(filePath)
if path then
if trail.pathId then
local path = gameplay_crawl_saveSystem.getPathById(trail.pathId)
if path then
@/lua/ge/extensions/gameplay/crawl/general.lua
local boundary = gameplay_crawl_saveSystem.getBoundaryById(trail.boundaryId)
local path = gameplay_crawl_saveSystem.getPathById(trail.pathId)
local startingPosition = gameplay_crawl_saveSystem.getStartingPositionById(trail.startingPositionId)
local path = deepcopy(gameplay_crawl_saveSystem.getPathById(trail.pathId))
if trail.pathReversed then
@/gameplay/missionTypes/crawl/constructor.lua
-- Load path from trail's pathId
local path = gameplay_crawl_saveSystem.getPathById(trail.pathId)
@/lua/ge/extensions/gameplay/crawl/crawlFlowgraphBridge.lua
local boundary = gameplay_crawl_saveSystem.getBoundaryById(trail.boundaryId)
local path = gameplay_crawl_saveSystem.getPathById(trail.pathId)
local startingPosition = gameplay_crawl_saveSystem.getStartingPositionById(trail.startingPositionId)
@/lua/ge/extensions/gameplay/crawl/saveSystem.lua
for _, filePath in ipairs(pathFiles) do
local path = M.getPathById(filePath)
if path then
@/lua/ge/extensions/gameplay/crawl/utils.lua
local path = gameplay_crawl_saveSystem.getPathById(pathId)
if not path or not path.nodes or #path.nodes < 2 then