getData
Definition
-- @/lua/ge/extensions/gameplay/drag/dragBridge.lua:287
M.getData = function()
return gameplay_drag_general._getDragData()
end
Callers
@/lua/ge/extensions/gameplay/skidpadTest.lua
local function getData()
return testResults
@/lua/ge/extensions/gameplay/drag/dragBridge.lua
M.resetDragRace = function()
local dragData = gameplay_drag_general.getData()
if not dragData then return false end
M.getDragRaceData = function()
local dragData = gameplay_drag_general.getData()
if not dragData then return nil end
M.getDragRaceRuntimeData = function()
local dragData = gameplay_drag_general.getData()
if not dragData then return nil end
else
local data = gameplay_drag_general.getData()
dragStrip = data and { strip = data.strip, dragType = data.dragType, context = data.context, phases = data.phases, prefabs = data.prefabs, canBeTeleported = data.canBeTeleported, canBeReseted = data.canBeReseted } or nil
M.getActiveRacerId = function()
local data = gameplay_drag_general.getData()
if not data then return nil end
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/setRacerDial.lua
-- Use bridge to set dials (goes through general.lua for data storage)
local dragData = gameplay_drag_dragBridge.getData()
if not dragData then
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/loadDragData.lua
-- Check if data was loaded successfully
local dragData = gameplay_drag_dragBridge.getData()
if dragData then
@/lua/ge/extensions/flowgraph/basenode.lua
function C:getData()
return self.data
@/lua/ge/extensions/gameplay/traffic/baseRole.lua
function C:freezeTrafficSignals(state) -- overrides traffic lights; intended for emergency vehicles
if not core_trafficSignals.getData().active then return end
if state then
@/lua/ge/extensions/gameplay/drag/dragTypes/dragPracticeRace.lua
-- Refresh dragData reference after reset
dragData = dGeneral.getData()
end
local function startActivity()
dragData = dGeneral.getData()
@/lua/ge/extensions/editor/biomeTool.lua
local itemUIDs = getForestItemUIDsInLayer(layerType, layerID)
local forestData = forest:getData()
for _, itemUID in ipairs(itemUIDs) do
---local forestData = forest:getData()
---for _, item in pairs(itemsToAdd) do
for index, item in ipairs(actionData.items) do
actionData.items[index] = editor.updateForestItem(var.forestData, item:getKey(), item:getPosition(), item:getData(), editor.tableToMatrix(actionData.oldTransforms[index]), item:getScale())
end
for index, item in ipairs(actionData.items) do
actionData.items[index] = editor.updateForestItem(var.forestData, item:getKey(), item:getPosition(), item:getData(), editor.tableToMatrix(actionData.newTransforms[index]), item:getScale())
end
--local itemUIDs = getForestItemUIDsInLayer(layerType_enum.area, layerID)
local forestData = forest:getData()
--for _, itemUID in ipairs(itemUIDs) do
if forest then
var.forestData = forest:getData()
var.forestBrushTool:setActiveForest(forest)
if forest then
var.forestData = forest:getData()
end
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/startScreenDial.lua
-- add it to the layout
local dragData = gameplay_drag_general.getData()
self.panel.dials = {}
@/lua/ge/extensions/ui/liveryEditor/layers/cursor.lua
local notifyListeners = function()
guihooks.trigger("LiveryEditor_CursorUpdated", getData())
end
@/lua/ge/extensions/editor/levelValidator.lua
if core_forest.getForestObject() then
forestData = core_forest.getForestObject():getData()
for i, forestItem in ipairs(forestData:getItems()) do
if mapTransformToForestItemKey[forestItem1TransformString] ~= forestItem1:getKey() then
local forestItem1ShapeFile = forestItem1:getData():getShapeFile()
-- if shape file, scale and transform are the same, assume the items are identical
if forestItem1ShapeFile == forestItem2:getData():getShapeFile()
and forestItem1:getScale() == forestItem2:getScale() then
elseif l.forestItem then
log.objectName = l.forestItem:getData():getName()
log.objectPos = l.forestItem:getPosition()
log.objectPos = l.forestItem:getPosition()
log.forestShape = l.forestItem:getData():getShapeFile()
end
@/lua/ge/extensions/editor/materialEditor.lua
else
pickMaterialsFromObjectName = rayCastInfo.object:getGeneratedDisplayName() .. ":" .. forestItem:getData():getShapeFile()
getMaterials(pickingFromObjectMaterials)
@/inspector/External/three.js/three.js
console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
return this.getFrequencyData();
@/inspector/External/CodeMirror/codemirror.js
try {
var text$1 = e.dataTransfer.getData("Text")
if (text$1) {
function handlePaste(e, cm) {
var pasted = e.clipboardData && e.clipboardData.getData("Text")
if (pasted) {
e.clipboardData.setData("Text", content)
if (e.clipboardData.getData("Text") == content) {
e.preventDefault()
@/lua/ge/extensions/gameplay/drag/dragTypes/headsUpDrag.lua
local function startActivity()
dragData = dGeneral.getData()
@/inspector/Views/LogContentView.js
{
let domNodeId = event.dataTransfer.getData(WI.DOMTreeOutline.DOMNodeIdDragType);
if (domNodeId) {
@/lua/ge/extensions/editor/forestView.lua
-- end
-- local forestItem = forest:getData():findItem(item.key)
end
local forestItems = forest:getData():getItems()
if not forestItems then
local key = forestItems[i]:getKey()
local data = forestItems[i]:getData()
local name = data:getName()
@/inspector/Views/QuickConsole.js
{
let domNodeId = event.dataTransfer.getData(WI.DOMTreeOutline.DOMNodeIdDragType);
if (domNodeId) {
@/lua/ge/extensions/career/modules/vehiclePerformance.lua
local racers = { {id = vehId, isPlayable = false, canBeReseted = false, lane = 1}}
local dragData = gameplay_drag_dragBridge.getData()
end
local phases = gameplay_drag_general.getData().racers[vehId].phases
local lastPhase = phases[#phases]
--wait for drag to be finished
return gameplay_drag_general.getData() and gameplay_drag_general.getData().isCompleted
end)
--wait for drag to be finished
return gameplay_drag_general.getData() and gameplay_drag_general.getData().isCompleted
end)
for _, key in ipairs(timerKeys) do
performanceData[key] = gameplay_drag_general.getData().racers[vehId].timers[key].value
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/resetDragRace.lua
function C:workOnce()
local dragData = gameplay_drag_dragBridge.getData()
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/signals/fileTrafficSignals.lua
self.pinOut.signalsData.value = core_trafficSignals.getData()
if not self.pinOut.signalsData.value.loaded then
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/getRacerSpawnPoint.lua
self.dragData = gameplay_drag_dragBridge.getData() or {}
self.data = self.dragData and gameplay_drag_dragBridge.getRacerData(vehId) or {}
@/lua/ge/extensions/core/trafficSignals.lua
local function getData(full) -- returns relevant data from this module
local data = {
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/startDragRace.lua
function C:workOnce()
local dragData = gameplay_drag_dragBridge.getData()
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/getRacerStatus.lua
self.dragData = gameplay_drag_dragBridge.getData() or {}
self.data = self.dragData and gameplay_drag_dragBridge.getRacerData(vehId) or {}
@/lua/common/utils/perf.lua
local function getData()
_update()
local function saveDataToCSV(filename)
local d = getData()
local f = io.open(filename, "w")
@/lua/ge/extensions/editor/api/forest.lua
rotMtx:setColumn(3, originalTransforms[1]:getColumn(3))
editor.selection.forestItem[1] = forestData:updateItem(object:getKey(), object:getPosition(), object:getData(), rotMtx, object:getScale(), object:getUid())
else
editor.selection.forestItem[1] =
forestData:updateItem(object:getKey(), object:getPosition(), object:getData(), originalTransforms[1] * rotMtx, object:getScale(), object:getUid())
end
rotMtx:mul(objTrans)
editor.selection.forestItem[i] = forestData:updateItem(object:getKey(), object:getPosition(), object:getData(), rotMtx, object:getScale(), object:getUid())
end
@/inspector/Views/DOMTreeOutline.js
} else {
let className = event.dataTransfer.getData(WI.GeneralStyleDetailsSidebarPanel.ToggledClassesDragType);
if (className && treeElement)
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
local function setCurrentSignals(data) -- directly sets the signals data for the editor
data = data or core_trafficSignals.getData() -- uses current level signal data by default
data.instances = data.instances or {}
else
local debugData = trafficSignals.getData()
if debugData.active then
if running then
local debugData = trafficSignals.getData()
if debugData.nextTime then
@/lua/ge/extensions/editor/resourceChecker/resourceUtil.lua
job.yield()
for _,v in pairs(forestObject:getData():getItems()) do
if not staticInstances[v:getData():getShapeFile()] then
for _,v in pairs(forestObject:getData():getItems()) do
if not staticInstances[v:getData():getShapeFile()] then
staticInstances[v:getData():getShapeFile()] = {count = 0, collision = {}, ColPolygons = 0, VisPolygons = 0}
if not staticInstances[v:getData():getShapeFile()] then
staticInstances[v:getData():getShapeFile()] = {count = 0, collision = {}, ColPolygons = 0, VisPolygons = 0}
end
end
staticInstances[v:getData():getShapeFile()].count = staticInstances[v:getData():getShapeFile()].count + 1
table.insert(staticInstances[v:getData():getShapeFile()].collision, 'Collision Mesh')
end
staticInstances[v:getData():getShapeFile()].count = staticInstances[v:getData():getShapeFile()].count + 1
table.insert(staticInstances[v:getData():getShapeFile()].collision, 'Collision Mesh')
staticInstances[v:getData():getShapeFile()].count = staticInstances[v:getData():getShapeFile()].count + 1
table.insert(staticInstances[v:getData():getShapeFile()].collision, 'Collision Mesh')
end
if core_forest.getForestObject() then
list = core_forest.getForestObject():getData():getItems()
end
@/lua/ge/extensions/gameplay/drag/display.lua
if gameplay_drag_general then
dragData = gameplay_drag_general.getData()
end
dragData = gameplay_drag_general.getData()
if not dragData then return end
@/lua/ge/extensions/editor/gen/test.lua
if false then
local fdata = core_forest.getForestObject():getData()
local list = fdata:getItems()
f:setPosition(f:getPosition() + vec3(0,0,-1))
editor.updateForestItem(fdata, f:getKey(), f:getPosition(), f:getData(), f:getTransform(), 1, f:getUid())
-- editor.removeForestItem(fdata, f)
@/lua/ge/extensions/util/forestGenerator.lua
forestData = core_forest.getForestObject():getData()
table.clear(forestItemDict)
for i, v in ipairs(forestData:getItems()) do
local internalName = v:getData():getInternalName()
forestItemDict[internalName] = v
end
return forestData:createNewItem(baseItem:getData(), newMatrix(pos, vec3(0, 0, rotDeg or 0)), scl)
end
local mtx = newMatrix(pos, vec3(0, 0, rotDeg or 0))
return forestData:updateItem(item:getKey(), item:getPosition(), item:getData(), mtx, scl, item:getUid())
end
for i, item in ipairs(forestData:getItems()) do
local itemType = item:getData():getInternalName()
if forestItemDict[itemType] and forestItemDict[itemType]:getKey() ~= item:getKey() then
@/lua/ge/extensions/editor/gen/world.lua
f:setPosition(f:getPosition()+vec3(0,0,-100))
editor.updateForestItem(fdata, f:getKey(), f:getPosition(), f:getData(), f:getTransform(), 1, f:getUid())
end
local function up(d, inreload, inact, mode)
lo('>>++++++++++ W.up:'..tostring(inreload)..':'..tostring(mode)..':'..tostring(forestName)) --..tostring(#core_forest.getForestObject():getData():getItems())) --..forestName..':'..tostring(inreload)..':'..tostring(scenetree.findObject(forestName))..':'..tostring(restored)..':'..tostring(inact)..':'..tostring(forest)..' edit:'..tostring(scenetree.findObject('edit'))..':'..tostring(groupEdit)..':'..tostring(D))
if not inact or not forest then
if forest then
fdata = forest:getData()
M.fdata = fdata
if mode ~= 'conf' and forest then
fdata = forest:getData()
if fdata and U._PRD == 0 then
if cedit.forest and dforest[cedit.forest] then
forestMeshName = U.forOrig(dforest[cedit.forest].item:getData():getShapeFile())
end
if s.fupdate then
-- editor.updateForestItem(fdata, f:getKey(), f:getPosition(), f:getData(), f:getTransform(), 1, f:getUid())
else
-- U.dump(w, '?? for_SF:'..tostring(cedit.forest)..':'..tostring(tp),true)
local daepre = U.forOrig(dforest[cedit.forest].item:getData():getShapeFile())
-- lo('?? dae_PRE:'..tostring(daepre)..':'..iforest)
local dsc = dforest[cedit.forest].prn
local dae = dforest[cedit.forest].item:getData():getShapeFile()
for k,key in pairs(dsc.df[dae]) do
end
U.dump(dsc.df[dae].skip,'?? for_skip:') --..dforest[cedit.forest].item:getData():getShapeFile())
--[[
else
lo('?? for_f:'..tostring(itm.visibility)..':'..tostring(itm:getData()))
-- itm:setPosition(vec3(0,0,0))
f:setPosition(f:getPosition() + vec3(0,0,-1))
editor.updateForestItem(fdata, f:getKey(), f:getPosition(), f:getData(), f:getTransform(), 1, f:getUid())
-- itm:setHidden(false)
-- houseUp(adesc[cedit.mesh], cedit.mesh)
-- markUp(dforest[cedit.forest].item:getData():getShapeFile())
-- lo('?? fof:'..' mesh:'..tostring(cedit.mesh)..':'..dforest[cedit.forest].type..':'..dforest[cedit.forest].item:getData():getShapeFile())
-- markUp(dforest[cedit.forest].item:getData():getShapeFile())
-- lo('?? fof:'..' mesh:'..tostring(cedit.mesh)..':'..dforest[cedit.forest].type..':'..dforest[cedit.forest].item:getData():getShapeFile())
-- lo('?? if_cij:'..tostring(cij)..':'..tostring(dforest[cedit.forest].item:getData():getShapeFile()))
-- lo('?? fof:'..' mesh:'..tostring(cedit.mesh)..':'..dforest[cedit.forest].type..':'..dforest[cedit.forest].item:getData():getShapeFile())
-- lo('?? if_cij:'..tostring(cij)..':'..tostring(dforest[cedit.forest].item:getData():getShapeFile()))
U.dump(cij, '?? for_cij:'..dforest[cedit.forest].type)
U.dump(cij, '?? for_cij:'..dforest[cedit.forest].type)
markUp(U.forOrig(dforest[cedit.forest].item:getData():getShapeFile()))
-- W.houseUp(adesc[cedit.mesh], cedit.mesh)
end
-- markUp(dforest[cedit.forest].item:getData():getShapeFile())
end
if ({stringcourse=1,plinth=1,roofborder=1,gutter=1})[dforest[key].type] then
local dae = dforest[key].item:getData():getShapeFile()
lo('?? for_complex_TP:'..dforest[key].type..':'..tostring(dae))
cedit.forest = out.preforest
local dae = U.forOrig(dforest[key].item:getData():getShapeFile())
-- out._dbgcheck = 1
-- U.dump(dforest[key], '?? tof2:'..dforest[key].type, true)
local dae = U.forOrig(dforest[key].item:getData():getShapeFile())
local tp = dforest[key].type
-- lo('?? ce_f:'..tostring(cedit.forest))
-- local dae = U.forOrig(dforest[key].item:getData():getShapeFile())
local sij
lo('?? dfor:'..tostring(cedit.forest)..':'..tostring(dforest[cedit.forest]))
markUp(dforest[cedit.forest].item:getData():getShapeFile())
forest = Tst.clear(forestName)
fdata = forest:getData()
end
@/lua/ge/extensions/core/dynamicProps.lua
if forest then
local everyForestItems = forest:getData():getItems()
local data
for i = 1, #everyForestItems, 1 do
data = everyForestItems[i]:getData()
if data:getName() == self.forestItemName then
forestItem:setPosition(underTheMap)
forest:getData():updateItem(forestItem:getKey(), underTheMap, forestItem:getData(), forestItem:getTransform(), forestItem:getScale(), forestItem:getUid())
getObjectByID(propId):setActive(1)
forestItem:setPosition(underTheMap)
forest:getData():updateItem(forestItem:getKey(), underTheMap, forestItem:getData(), forestItem:getTransform(), forestItem:getScale(), forestItem:getUid())
getObjectByID(propId):setActive(1)
forestItem:setPosition(locationInfo.originPos)
forest:getData():updateItem(forestItem:getKey(), locationInfo.originPos, forestItem:getData(), forestItem:getTransform(), forestItem:getScale(), forestItem:getUid())
dump("Despawning")
forestItem:setPosition(locationInfo.originPos)
forest:getData():updateItem(forestItem:getKey(), locationInfo.originPos, forestItem:getData(), forestItem:getTransform(), forestItem:getScale(), forestItem:getUid())
dump("Despawning")
@/lua/ge/extensions/util/autoAnnotation.lua
node = Sim.upcast(node)
for i, item in ipairs(node:getData():getItems()) do
local itemData = item:getData()
for i, item in ipairs(node:getData():getItems()) do
local itemData = item:getData()
visitNode(node, itemData)
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
elseif className == "Forest" and obj.getData then
local fData = obj:getData()
if fData and fData.getItems then
if obj and obj.getData then
items = obj:getData():getItems()
forestCache[objName] = items
local box = item:getObjBox()
local shape = item:getData() and item:getData():getShapeFile()
local box = item:getObjBox()
local shape = item:getData() and item:getData():getShapeFile()
@/lua/ge/extensions/core/cameraModes/trackir.lua
local t = {}
if TrackIR and TrackIR.getData(t) then
@/lua/ge/extensions/gameplay/drag/times.lua
if gameplay_drag_general then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/generateDragOpponents.lua
local vehConfigs = self:filterValidVehicleConfigs()
local dragData = gameplay_drag_dragBridge and gameplay_drag_dragBridge.getData() or nil
local numberOfOpponents = self.pinIn.numberOfOpponents.value
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/getRacerData.lua
self.dragData = gameplay_drag_dragBridge.getData() or {}
self.data = self.dragData and gameplay_drag_dragBridge.getRacerData(vehId) or {}
@/lua/ge/extensions/gameplay/drag/debug.lua
if debugMenu then
local dragData = gameplay_drag_general.getData()
local ext = gameplay_drag_general.getExtension()
@/lua/ge/extensions/ui/liveryEditor/layers/decals.lua
local notifyListeners = function(layer)
guihooks.trigger("LiveryEditor_CursorUpdated", M.getData(layer))
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/dragRaceState.lua
-- Always refresh data to handle retry scenarios
self.data = gameplay_drag_dragBridge.getData() or {}
@/inspector/Views/SpreadsheetStyleProperty.js
{
let text = event.clipboardData.getData("text/plain");
if (!text || !text.includes(":"))
@/inspector/Views/DOMTreeContentView.js
let text = event.clipboardData.getData("text/plain");
if (!text)
@/lua/ge/extensions/editor/forestEditor.lua
if not tableIsEmpty(editor.selection.forestItem) then
local shapeFilename = tostring(editor.selection.forestItem[#editor.selection.forestItem]:getData().shapeFile)
var.meshPreview:setObjectModel(shapeFilename)
for index, item in ipairs(actionData.items) do
actionData.items[index] = editor.updateForestItem(var.forestData, item:getKey(), item:getPosition(), item:getData(), editor.tableToMatrix(actionData.oldTransforms[index]), actionData.oldScales[index], item:getUid())
end
for index, item in ipairs(actionData.items) do
actionData.items[index] = editor.updateForestItem(var.forestData, item:getKey(), item:getPosition(), item:getData(), editor.tableToMatrix(actionData.newTransforms[index]), actionData.newScales[index], item:getUid())
end
local item = editor.selection.forestItem[index]
editor.selection.forestItem[index] = editor.updateForestItem(var.forestData, item:getKey(), item:getPosition(), item:getData(), transform, item:getScale(), item:getUid())
end
if obj then
editor.selection.forestItem[index] = editor.updateForestItem(var.forestData, obj:getKey(), obj:getPosition(), obj:getData(), obj:getTransform(), scale, obj:getUid())
end
forestItem:setScale(actionData.oldScale)
editor.selection.forestItem[1] = editor.updateForestItem(var.forestData, forestItem:getKey(), forestItem:getPosition(), forestItem:getData(), forestItem:getTransform(), actionData.oldScale, forestItem:getUid())
end
forestItem:setScale(actionData.newScale)
editor.selection.forestItem[1] = editor.updateForestItem(var.forestData, forestItem:getKey(), forestItem:getPosition(), forestItem:getData(), forestItem:getTransform(), actionData.newScale, forestItem:getUid())
end
-- im.TextUnformatted("Tr el: "..tostring (el))
inspectorField_String("Shape", tostring(item:getData():getShapeFile()))
for _, forestItemData in ipairs(var.forestItemData) do
local forestItemDataId = item:getData():getID()
if forestItemDataId == forestItemData.id then
if forest then
var.forestData = forest:getData()
var.forestBrushTool:setActiveForest(forest)
if forest then
var.forestData = forest:getData()
var.forestBrushTool:setActiveForest(forest)
editor.updateForestItem(var.forestData, item:getKey(), item:getPosition(), item:getData(), trans, item:getScale(), item:getUid())
end
for i, item in ipairs(items) do
newItems[i] = var.forestData:createNewItem(item:getData(), item:getTransform(), item:getScale())
end
for i, item in ipairs(editor.selection.forestItem) do
copyItemsArray[i] = {itemDataId = item:getData():getID(), transform = editor.matrixToTable(item:getTransform()), scale = item:getScale()}
end
@/lua/ge/extensions/gameplay/drag/dragTypes/bracketRace.lua
local function startActivity()
dragData = dGeneral.getData()
@/lua/ge/extensions/gameplay/drag/general.lua
local function getData()
if not dragData then
@/lua/ge/extensions/editor/buildingEditor.lua
if false then
local fdata = core_forest.getForestObject():getData()
lo('?? BE.fdata1:'..tostring(fdata), true)
@/lua/ge/extensions/gameplay/drag/utils.lua
end
dragData = gameplay_drag_general.getData()
end
end
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end
if not dragData then
dragData = gameplay_drag_general.getData()
end