savePath
Definition
-- @/lua/ge/extensions/gameplay/crawl/saveSystem.lua:357
M.savePath = function(path, filePath)
if not path then
log('E', logTag, 'No path to save')
return false
end
if not filePath then
log('E', logTag, 'No file path provided for path')
return false
end
local serializedData = serializePath(path)
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.paths then
cache.paths = {}
end
cache.paths[filePath] = path
return true
else
log('E', logTag, 'Failed to save path to: ' .. filePath)
return false
end
end
Callers
@/lua/ge/extensions/editor/util/editorElementHelper.lua
local cedit = editor_camPathEditor
core_paths.savePath(editor_camPathEditor.currentPath, container.missionFolder .. fl)
end
@/lua/ge/extensions/editor/crawlEditor.lua
elseif objectType == "path" then
gameplay_crawl_saveSystem.savePath(object, newFilePath)
elseif objectType == "boundary" then
path._missionName = nil
gameplay_crawl_saveSystem.savePath(path, path._filePath)
end
if newObject then
success = gameplay_crawl_saveSystem.savePath(newObject, filePath)
end
if path._dirty then
if gameplay_crawl_saveSystem.savePath(path, path._filePath) then
savedCount = savedCount + 1
if path._dirty then
if gameplay_crawl_saveSystem.savePath(path, path._filePath) then
savedCount = savedCount + 1
if selectedPath then
if gameplay_crawl_saveSystem.savePath(selectedPath, selectedPath._filePath) then
selectedPath._dirty = false
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
local cedit = editor_camPathEditor
core_paths.savePath(editor_camPathEditor.currentPath, mission.missionFolder .. fl)
end
@/lua/ge/extensions/editor/camPathEditor.lua
if M.currentPath.filename then
core_paths.savePath(M.currentPath, M.currentPath.filename)
else
extensions.editor_fileDialog.saveFile(function(data)
core_paths.savePath(M.currentPath, data.filepath)
end, { { 'Camera Path Files', '.camPath.json' } }, false, currentLevelPath)
@/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/core/paths.lua
local function savePath(cameraPath, filename)
local pathCopy = deepcopy(cameraPath)