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test_prefabv2

Definition


-- @/lua/ge/main.lua:1134

function test_prefabv2()
  local missionGroup = scenetree.MissionGroup

  -- local prefab = PrefabV2()
  -- prefab:registerObject("Test Prefab V2")
  -- if missionGroup then
  --   missionGroup:addObject(prefab)
  -- end

  -- Sim Group
  local root_group = SimGroup()
  root_group:registerObject("Root group(Test V2)")
  missionGroup:addObject(root_group)

  local child_group = SimGroup()
  child_group:registerObject("Child group(Test V2)")
  root_group:addObject(child_group)

  -- TSStatic
  local obj =  createObject('TSStatic')
  obj:setField('shapeName', 0, '/art/shapes/collectible/s_collect_BNG.dae')
  obj:setPosition(vec3(-2,1,1))
  obj.scale = vec3(2, 2, 2)
  obj:registerObject("marker_test_v2")
  root_group:addObject(obj)

  obj = createObject('TSStatic')
  obj:setField('shapeName', 0, '/levels/smallgrid/art/shapes/misc/gm_cube_1m.dae')
  obj:setPosition(vec3(2, -2, 0))
  obj.scale = vec3(2, 2, 2)
  obj:registerObject("gm_cube_1m_test_v2")
  root_group:addObject(obj)

  obj = createObject('TSStatic')
  obj:setField('shapeName', 0, '/levels/smallgrid/art/shapes/misc/gm_curb_01.dae')
  obj:setPosition(vec3(-2, 2, 0))
  obj.scale = vec3(1, 1, 1)
  obj:registerObject("gm_curb_01_test_v2")
  child_group:addObject(obj)

  -- local forest = scenetree.findObject("theForest")
  -- if not forest then
  --   forest = worldEditorCppApi.createObject("Forest")
  --   forest:registerObject("")
  --   forest:setName("theForest")
  --   root_group:addObject(forest)

  --   -- -- Create the group
  --   -- local forestBrushGroup = worldEditorCppApi.createObject("SimGroup")
  --   -- forestBrushGroup:registerObject("")
  --   -- forestBrushGroup:setName("ForestBrushGroup")

  --   -- local fb = ForestBrush()
  --   -- fb:setName("ForestBrush_Test_V2")
  --   -- fb:setInternalName("ForestBrush_internal_Test_V2")
  --   -- fb:registerObject(fb:getName())
  --   -- forestBrushGroup:add(fb)
  -- end

  local objects_to_delete = {"thePlayer", "spawn_default", "ParticleEmitter"}
  for i,v in ipairs(objects_to_delete) do
    obj = scenetree.findObject(v)
    if obj then
      obj:delete()
    end
  end
end

Callers