saveBoundary
Definition
-- @/lua/ge/extensions/gameplay/crawl/saveSystem.lua:322
M.saveBoundary = function(boundary, filePath)
if not boundary then
log('E', logTag, 'No boundary to save')
return false
end
if not filePath then
log('E', logTag, 'No file path provided for boundary')
return false
end
local serializedData = serializeBoundary(boundary)
if not serializedData then
return false
end
local dir = string.match(filePath, "^(.*)/[^/]*$")
if dir then
FS:directoryCreate(dir)
end
local success = jsonWriteFile(filePath, serializedData, true)
if success then
-- Update cache
if not cache.boundaries then
cache.boundaries = {}
end
cache.boundaries[filePath] = boundary
return true
else
log('E', logTag, 'Failed to save boundary to: ' .. filePath)
return false
end
end
Callers
@/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 == "boundary" then
gameplay_crawl_saveSystem.saveBoundary(object, newFilePath)
elseif objectType == "startingPosition" then
boundary._missionName = nil
gameplay_crawl_saveSystem.saveBoundary(boundary, boundary._filePath)
end
if newObject then
success = gameplay_crawl_saveSystem.saveBoundary(newObject, filePath)
end
if boundary._dirty then
if gameplay_crawl_saveSystem.saveBoundary(boundary, boundary._filePath) then
savedCount = savedCount + 1
if boundary._dirty then
if gameplay_crawl_saveSystem.saveBoundary(boundary, boundary._filePath) then
savedCount = savedCount + 1
if selectedBoundary then
if gameplay_crawl_saveSystem.saveBoundary(selectedBoundary, selectedBoundary._filePath) then
selectedBoundary._dirty = false