generateObjectNameForClass
Definition
-- @/lua/ge/ge_utils.lua:1632
function generateObjectNameForClass(className, objectName)
local name = objectName
local maxId = 0
local objects = scenetree.findClassObjects(className)
for _, objName in ipairs(objects) do
local object = scenetree.findObject(objName)
local id = object and object:getId() or 0
if id > maxId then
maxId = id
end
end
name = objectName..tostring(maxId + 1)
return name
end
Callers
@/lua/ge/extensions/flowgraph/nodes/vehicle/spawnVehicle.lua
-- create a name if we have none.
local name = self.pinIn.name.value or generateObjectNameForClass('BeamNGVehicle', 'object_')
@/lua/ge/extensions/flowgraph/nodes/scene/spawnPrefab.lua
end
local name = self.pinIn.name.value or generateObjectNameForClass('Prefab', "prefab_" .. self.id)
local scenetreeObject = spawnPrefab(name , file, pos.x .. " " .. pos.y .. " " .. pos.z, "0 0 1 0", "1 1 1", self.pinIn.useGlobalTranslation.value)
@/lua/ge/extensions/editor/trafficManager.lua
if FS:fileExists(prefabFilePath) then
local name = generateObjectNameForClass("Prefab", fn)
local prefab = spawnPrefab(name, prefabFilePath, "0 0 0", "0 0 1", "1 1 1", true)
@/lua/ge/extensions/flowgraph/modules/prefabModule.lua
local file, succ = self.mgr:getRelativeAbsolutePath({fileName, fileName .. '.prefab.json'})
local name = generateObjectNameForClass('Prefab', "prefab_")
local scenetreeObject = spawnPrefab(name , file, pos.x .. " " .. pos.y .. " " .. pos.z, "0 0 1 0", "1 1 1", false)
@/flowgraphEditor/Tower/customNodes/towerNode.lua
local _, fn, ext = path.split(room.file, true)
local name = generateObjectNameForClass('Prefab', string.format("%s - %d - ", string.sub(fn, 1, string.len(fn) - string.len(ext)-1), i))
local scenetreeObject = spawnPrefab(name , self.mgr.savedDir .. room.file, "0 0 0", "0 0 1 0", "1 1 1", false)
@/lua/ge/extensions/gameplay/race/path.lua
for _, p in ipairs(merged) do
local name = generateObjectNameForClass('Prefab',"fromTrackPrefab_")
local scenetreeObject = spawnPrefab(name , p, "0 0 0", "0 0 1", "1 1 1")
@/lua/ge/extensions/gameplay/drift/stuntZones/hitPole.lua
local config = "vehicles/delineator/pole.pc"
local options = {config = config, paint = nil, licenseText = nil, vehicleName = generateObjectNameForClass('BeamNGVehicle', 'object_'), pos = self.data.zoneData.pos, rot = quat(0,0,0,1)}
local spawningOptions = sanitizeVehicleSpawnOptions(model, options)
@/lua/ge/extensions/gameplay/discover/discover_038.lua
local prefabFile = "gameplay/discover/038/vehicles.prefab.json"
local name = generateObjectNameForClass('Prefab', "prefab_")
local scenetreeObject = spawnPrefab(name , prefabFile, "0 0 0", "0 0 1 0", "1 1 1", false)
local prefabFile = "gameplay/discover/038/logs.prefab.json"
local name = generateObjectNameForClass('Prefab', "prefab_")
local scenetreeObject = spawnPrefab(name , prefabFile, "0 0 0", "0 0 1 0", "1 1 1", false)
local prefabFile = "gameplay/discover/038/rockslide.prefab.json"
local name = generateObjectNameForClass('Prefab', "prefab_")
local scenetreeObject = spawnPrefab(name , prefabFile, "0 0 0", "0 0 1 0", "1 1 1", false)
@/lua/ge/extensions/gameplay/drift/stuntZones/nearPole.lua
local config = "vehicles/delineator/stripes.pc"
local options = {config = config, paint = nil, licenseText = nil, vehicleName = generateObjectNameForClass('BeamNGVehicle', 'object_'), pos = self.data.zoneData.pos, rot = quat(0,0,0,1)}
local spawningOptions = sanitizeVehicleSpawnOptions(model, options)