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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