GE Lua Documentation

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getMissionPath

Definition


-- @/=[C]:-1
function getMissionPath(...)

Callers

@/lua/ge/extensions/editor/terrainMaterialsEditor.lua
      false,
      getMissionPath() .. "art/terrains/",
      true
        if editor_terrainEditor.getTerrainBlock() then
          local filename = getMissionPath() .. terrainMaterialTextureSetPath
          local name = string.match(getMissionPath(), "/(.[^/]+)/$") .. "TerrainMaterialTextureSet"
          local filename = getMissionPath() .. terrainMaterialTextureSetPath
          local name = string.match(getMissionPath(), "/(.[^/]+)/$") .. "TerrainMaterialTextureSet"
@/lua/ge/extensions/util/terrainGenerator.lua
    local mts = self._tempMaterialTextureSet
    local filename = getMissionPath() .. 'terrains/main.materials.json'
    local name = string.match(getMissionPath(), "/(.[^/]+)/$") .. "TerrainMaterialTextureSet"
    local filename = getMissionPath() .. 'terrains/main.materials.json'
    local name = string.match(getMissionPath(), "/(.[^/]+)/$") .. "TerrainMaterialTextureSet"
@/lua/ge/extensions/editor/materialEditor.lua
        local levelMaterialNames = editor.getPreference("materialEditor.general.levelMaterialNames")
        levelMaterialNames[getMissionPath()] = v.materialNameList[v.currentMaterialIndex]
        editor.setPreference("materialEditor.general.levelMaterialNames", levelMaterialNames)
    local levelMaterialNames = editor.getPreference("materialEditor.general.levelMaterialNames")
    if levelMaterialNames[getMissionPath()] and levelMaterialNames[getMissionPath()] ~= "" then
      selectMaterialByName(levelMaterialNames[getMissionPath()])
    local levelMaterialNames = editor.getPreference("materialEditor.general.levelMaterialNames")
    if levelMaterialNames[getMissionPath()] and levelMaterialNames[getMissionPath()] ~= "" then
      selectMaterialByName(levelMaterialNames[getMissionPath()])
    if levelMaterialNames[getMissionPath()] and levelMaterialNames[getMissionPath()] ~= "" then
      selectMaterialByName(levelMaterialNames[getMissionPath()])
    end
        local levelMaterialNames = editor.getPreference("materialEditor.general.levelMaterialNames")
        levelMaterialNames[getMissionPath()] = v.materialNameList[v.currentMaterialIndex]
        editor.setPreference("materialEditor.general.levelMaterialNames", levelMaterialNames)

  levelPath = getMissionPath()
  lastPath = levelPath