loadPrefabs
Definition
-- @/lua/ge/extensions/gameplay/crawl/utils.lua:124
local function loadPrefabs(prefabFileList)
if not prefabFileList then return end
for _, filePath in ipairs(prefabFileList or {}) do
local _, fn = path.splitWithoutExt(filePath)
local scenetreeObject = spawnPrefab(Sim.getUniqueName(fn), filePath, 0 .. " " .. 0 .. " " .. 0, "0 0 1 0", "1 1 1", false)
scenetreeObject.canSave = false
if scenetree.MissionGroup then
scenetree.MissionGroup:add(scenetreeObject)
end
local prefabId = scenetreeObject:getID()
table.insert(spawnedPrefabIds, prefabId)
local prefabDynamicObjects = getDynamicObjectsFromPrefab(prefabId, "crawlDynamic")
for _, objId in ipairs(prefabDynamicObjects) do
table.insert(dynamicObjects, objId)
dynamicObjectCollisionData[objId] = {
hasBeenTouched = false
}
end
end
if gameplay_crawl_general.activeTrail and gameplay_crawl_general.activeTrail.boundary then
gameplay_crawl_boundary.spawnBoundaryMarkers(gameplay_crawl_general.activeTrail.boundary, 5.0)
end
end
Callers
@/lua/ge/extensions/gameplay/crawl/general.lua
gameplay_crawl_utils.loadPrefabs(M.activeTrail.prefabs)
@/lua/ge/extensions/editor/barriersEditor.lua
local function loadPrefabs(level, searchTerm)
searchTerm = searchTerm or "*barrier*"
if im.MenuItem1("Find for level " .. level) then
loadPrefabs(level, ffi.string(searchText))
end
@/lua/ge/extensions/gameplay/drag/general.lua
local function loadPrefabs(data)
if not data then return end
gameplay_drag_saveSystem.loadPrefabs(data)