unloadPrefabs
Definition
-- @/lua/ge/extensions/gameplay/drag/saveSystem.lua:655
M.unloadPrefabs = function(data)
if not data or not data.prefabs then return end
if data.prefabs.christmasTree and data.prefabs.christmasTree.isUsed and data.prefabs.christmasTree.prefabId then
local prefabObj = scenetree.findObjectById(data.prefabs.christmasTree.prefabId)
if prefabObj then
prefabObj:delete()
end
data.prefabs.christmasTree.prefabId = nil
end
if data.prefabs.displaySign and data.prefabs.displaySign.isUsed and data.prefabs.displaySign.prefabId then
local prefabObj = scenetree.findObjectById(data.prefabs.displaySign.prefabId)
if prefabObj then
prefabObj:delete()
end
data.prefabs.displaySign.prefabId = nil
end
if data.prefabs.decorations and data.prefabs.decorations.isUsed and data.prefabs.decorations.prefabId then
local prefabObj = scenetree.findObjectById(data.prefabs.decorations.prefabId)
if prefabObj then
prefabObj:delete()
end
data.prefabs.decorations.prefabId = nil
end
if data.prefabs.paths and data.prefabs.paths.isUsed and data.prefabs.paths.prefabId then
local prefabObj = scenetree.findObjectById(data.prefabs.paths.prefabId)
if prefabObj then
prefabObj:delete()
end
data.prefabs.paths.prefabId = nil
end
end
Callers
@/lua/ge/extensions/gameplay/crawl/utils.lua
local function unloadPrefabs()
for _, id in ipairs(spawnedPrefabIds) do
clearMarkers()
unloadPrefabs()
@/lua/ge/extensions/gameplay/crawl/general.lua
if M.activeTrail then
gameplay_crawl_utils.unloadPrefabs()
end