VE Lua Documentation

Press F to search!

levelFromPath

Definition


-- @/lua/common/utils.lua:1106

-- returns level name and rest of path
path.levelFromPath = function(filepath)
  return string.match(filepath, "levels/([%w_]+)(.*)")
end

Callers

@/lua/ge/extensions/editor/raceEditor/timeTrials.lua
function C:existsIcon(f, inPathFolder)
  local lvl = path.levelFromPath(self.path._dir)
  local levelPath = self.path._dir
  if lvl then
    local levelPath = '/levels/'..path.levelFromPath(self.path._dir)..'/'
    if inPathFolder then
@/lua/ge/extensions/flowgraph/nodes/util/project.lua
  if self.mgr.savedDir then
    local level = path.levelFromPath(self.mgr.savedDir)
    if level then
@/lua/ge/extensions/editor/api/core.lua
  editor.levelPath = levelPath
  local levelName = path.levelFromPath(levelPath)
  setMissionFilename(path.getPathLevelMain(levelName))
  editor.levelPath = oldLevelPath
  local levelName = path.levelFromPath(editor.levelPath)
  setMissionFilename(path.getPathLevelMain(levelName))
@/lua/ge/extensions/career/career.lua
  if not careerActive then return end
  local levelNameToLoad = path.levelFromPath(levelPath)
  if levelNameToLoad == levelName then
@/lua/ge/server/server.lua
  if not levelPath:find(".json") and not levelPath:find(".mis") then
    local levelName = path.levelFromPath(levelPath)
    levelPath = path.getPathLevelMain(levelName)
    -- backward compatibility: single file mode
    local levelName = path.levelFromPath(levelPath)
    local json_main = path.getPathLevelMain(levelName)