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