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