GE Lua Documentation

Press F to search!

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)