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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