ah_sce_unpacked/unpacked/Bag OptionPanel Source 830bd0/Custom_Model_Bag CYOA Campaign Guides e87ea2.ttslua
2024-02-17 19:48:30 -05:00

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-- CYOA Campaign Guides by Antimarkovnikov, scripted by Chr1Z
-- Utility memory bag by Directsun
-- Version 2.7.0
-- Fork of Memory Bag 2.0 by MrStump
CONFIG = {
MEMORY_GROUP = {
-- This determines how many frames to wait before actually placing objects onto the table when the "Place" button is clicked.
-- This gives the other bags time to recall their objects.
-- The delay ONLY occurs if other bags have objects out.
FRAME_DELAY_BEFORE_PLACING_OBJECTS = 30,
},
}
--[[ Memory Bag Groups ]] -------------------------------------------------------
--[[
Utility Memory Bags may be added to a named group, called a "memory group".
You can add a bag to a group through the bag's UI: "Setup" > "Group Name" (to the left of the bag).
Only one bag from a group may have it's contents placed on the table at a time.
When "Place" is clicked on a bag, the other bags in it's memory group are recalled.
By default a memory bag is not in any group. It's memory group is "nil".
--]]
memoryGroupName = { memoryBag = self }
function memoryGroupName:get()
return self._name
end
function memoryGroupName:set(newName)
GlobalMemoryGroups:unregisterBagInGroup(self:get(), self.memoryBag.getGUID())
GlobalMemoryGroups:registerBagInGroup(newName, self.memoryBag.getGUID())
if newName == "" then
self._name = nil
else
self._name = newName
end
end
-- Click the "Recall" button on all other bags in my memory group.
function recallOtherBagsInMyGroup()
for _, bag in ipairs(getOtherBagsInMyGroup()) do
bag.call('buttonClick_recall')
end
end
-- Return "true" if another bag in my memory group has any objects out on the table.
function anyOtherBagsInMyGroupArePlaced()
for _, bag in ipairs(getOtherBagsInMyGroup()) do
local state = bag.call('areAnyOfMyObjectsPlaced')
if state then return true end
end
return false
end
-- Return "true" if at least one object from this memory bag is out on the table.
function areAnyOfMyObjectsPlaced()
for guid, _ in pairs(memoryList) do
local obj = getObjectFromGUID(guid)
if obj ~= nil then
return true
end
end
return false
end
function getOtherBagsInMyGroup()
local bags = {}
for bagGuid, _ in pairs(GlobalMemoryGroups:getGroup(memoryGroupName:get())) do
if bagGuid ~= self.getGUID() then
bag = getObjectFromGUID(bagGuid)
-- "bag" is nill if it has been deleted since the last time onLoad() was called.
if bag ~= nil then
table.insert(bags, bag)
end
end
end
return bags
end
--[[
This object provides access to a variable stored on the "Global script".
The variable holds the names & guids of all memory bag groups.
The global variable is a table and holds data like this:
{
'My First Group Name' = {
'805ebd' = {},
'35cc21' = {},
'fc8886' = {},
},
'My Second Group Name' = {
'f50264' = {},
'5f5f63' = {},
},
}
--]]
GlobalMemoryGroups = {
NAME_OF_GLOBAL_VARIABLE = '_GlobalUtilityMemoryBagGroups',
}
-- Call me inside this script's "onLoad()" method!
function GlobalMemoryGroups:onLoad(myGuid)
-- Create and initialize the global variable if it doesn't already exist:
if self:_getGroups() == nil then
self:_setGroups({})
end
end
-- Return the GUIDs of all bags in the "groupName". The return value is a dictionary that maps [GUID -> empty table].
function GlobalMemoryGroups:getGroup(groupName)
guids = self:_getGroups()[groupName] or {}
return guids
end
-- Registers a bag in a memory group. Creates a new group if one doesn't exist.
function GlobalMemoryGroups:registerBagInGroup(groupName, bagGuid)
if groupName == nil or groupName == "" then
return
end
self:_tryCreateNewGroup(groupName)
local groups = self:_getGroups()
groups[groupName][bagGuid] = {}
self:_setGroups(groups)
end
-- Removes this bag from the memory group.
function GlobalMemoryGroups:unregisterBagInGroup(groupName, bagGuid)
local groups = self:_getGroups()
local group = groups[groupName]
if group ~= nil then
group[bagGuid] = nil
self:_setGroups(groups)
end
end
-- Return the global variable, which is a table holding all memory group names & guids.
function GlobalMemoryGroups:_getGroups()
return Global.getTable(self.NAME_OF_GLOBAL_VARIABLE)
end
-- Override the global variable (i.e. the entire table).
function GlobalMemoryGroups:_setGroups(newTable)
Global.setTable(self.NAME_OF_GLOBAL_VARIABLE, newTable)
end
-- Add a new memory group named "groupName" to the global variable, if one doesn't already exist.
function GlobalMemoryGroups:_tryCreateNewGroup(groupName)
local groups = self:_getGroups()
if groups[groupName] == nil then
groups[groupName] = {}
self:_setGroups(groups)
end
end
-- This object controls the "Group Name" input text field that is part of the bag's ingame UI.
groupNameInput = {
greyedOutText = "Group Name",
widthPerCharacter = 100,
padding = 4,
memoryBag = self,
}
function groupNameInput:create(optionalStartingValue)
local effectiveText = optionalStartingValue or self.greyedOutText
local width = self:computeWidth(effectiveText)
self.memoryBag.createInput({
label = self.greyedOutText,
value = optionalStartingValue or nil,
alignment = 3, -- Center aligned
input_function = "groupNameInput_onCharacterTyped", function_owner = self.memoryBag,
position = { 2.1, 0.3, 0 }, rotation = { 0, 270, 0 }, width = width, height = 350,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 1, 1 },
})
end
function groupNameInput:computeWidth(text)
return (string.len(text) + self.padding) * self.widthPerCharacter
end
function groupNameInput:updatedWidth(text)
self.memoryBag.editInput({
index = 0,
width = self:computeWidth(text)
})
end
function groupNameInput:onCharacterTyped(text, stillEditing)
if stillEditing then
self:updatedWidth(text)
else
if text == "" then
self:updatedWidth(self.greyedOutText)
end
end
end
function groupNameInput_onCharacterTyped(memoryBag, playerColor, text, stillEditing)
groupNameInput:onCharacterTyped(text, stillEditing)
end
function groupNameInput:setGroupNameToInputField()
local inputFields = self.memoryBag.getInputs()
if inputFields ~= nil then
-- Get input field 0, which corresponds to the groupNameInput.
-- Unfortunately "self.getInputs()" doesn't return the inputs in a guaranteed order.
local nameField = nil
for _, field in ipairs(inputFields) do
if field.index == 0 then
nameField = field
end
end
memoryGroupName:set(nameField.value)
end
end
--//////////////////////////////////////////////////////////////////////////////
function updateSave()
local data_to_save = { ["ml"] = memoryList, ["groupName"] = memoryGroupName:get() }
saved_data = JSON.encode(data_to_save)
self.script_state = saved_data
end
function combineMemoryFromBagsWithin()
local bagObjList = self.getObjects()
for _, bagObj in ipairs(bagObjList) do
local data = bagObj.lua_script_state
if data ~= nil then
local j = JSON.decode(data)
if j ~= nil and j.ml ~= nil then
for guid, entry in pairs(j.ml) do
memoryList[guid] = entry
end
end
end
end
end
function updateMemoryWithMoves()
memoryList = memoryListBackup
--get the first transposed object's coordinates
local obj = getObjectFromGUID(moveGuid or "")
-- p1 is where needs to go, p2 is where it was
local refObjPos = memoryList[moveGuid].pos
local deltaPos = findOffsetDistance(obj.getPosition(), refObjPos, nil)
for guid, entry in pairs(memoryList) do
memoryList[guid].pos.x = entry.pos.x - deltaPos.x
memoryList[guid].pos.y = entry.pos.y - deltaPos.y
memoryList[guid].pos.z = entry.pos.z - deltaPos.z
end
moveList = {}
end
function onload(saved_data)
GlobalMemoryGroups:onLoad(self.getGUID())
AllMemoryBagsInScene:add(self.getGUID())
fresh = true
if saved_data ~= "" then
local loaded_data = JSON.decode(saved_data)
--Set up information off of loaded_data
memoryList = loaded_data.ml
memoryGroupName:set(loaded_data.groupName)
else
--Set up information for if there is no saved saved data
memoryList = {}
memoryGroupName:set(nil)
end
moveList = {}
moveGuid = nil
if next(memoryList) == nil then
createSetupButton()
else
fresh = false
createMemoryActionButtons()
end
end
--Beginning Setup
--Make setup button
function createSetupButton()
self.createButton({
label = "Setup", click_function = "buttonClick_setup", function_owner = self,
position = { 0, 0.3, 4.5 }, rotation = { 0, 0, 0 }, height = 350, width = 800,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 1, 1 }
})
end
--Triggered by Transpose button
function buttonClick_transpose()
moveGuid = nil
broadcastToAll("Select one object and move it- all objects will move relative to the new location", { 0.75, 0.75, 1 })
memoryListBackup = duplicateTable(memoryList)
memoryList = {}
moveList = {}
self.clearButtons()
self.clearInputs()
createButtonsOnAllObjects(true)
createSetupActionButtons(true)
end
--Triggered by setup button,
function buttonClick_setup()
memoryListBackup = duplicateTable(memoryList)
memoryList = {}
self.clearButtons()
self.clearInputs()
createButtonsOnAllObjects(false)
createSetupActionButtons(false)
end
function getAllObjectsInMemory()
local objTable = {}
local curObj = {}
for guid in pairs(memoryListBackup) do
curObj = getObjectFromGUID(guid)
table.insert(objTable, curObj)
end
return objTable
-- return getAllObjects()
end
--Creates selection buttons on objects
function createButtonsOnAllObjects(move)
buttonIndexMap = {}
local howManyButtons = 0
local objsToHaveButtons = {}
if move == true then
objsToHaveButtons = getAllObjectsInMemory()
else
objsToHaveButtons = getAllObjects()
end
for _, obj in ipairs(objsToHaveButtons) do
if obj ~= self then
--On a normal bag, the button positions aren't the same size as the bag.
globalScaleFactor = 1 / self.getScale().x
--Super sweet math to set button positions
local selfPos = self.getPosition()
local objPos = obj.getPosition()
local deltaPos = findOffsetDistance(selfPos, objPos, obj)
local objPos = rotateLocalCoordinates(deltaPos, self)
objPos.x = -objPos.x * globalScaleFactor
objPos.y = objPos.y * globalScaleFactor
objPos.z = objPos.z * globalScaleFactor
--Workaround for custom PDFs
if obj.Book then
objPos.y = objPos.y + 0.5
end
--Offset rotation of bag
local rot = self.getRotation()
rot.y = -rot.y + 180
--Create function
local funcName = "selectButton_" .. howManyButtons
local func = function() buttonClick_selection(obj, move) end
local color = { 0.75, 0.25, 0.25, 0.6 }
local colorMove = { 0, 0, 1, 0.6 }
if move == true then
color = colorMove
end
self.setVar(funcName, func)
self.createButton({
click_function = funcName, function_owner = self,
position = objPos, rotation = rot, height = 1000, width = 1000,
color = color,
})
buttonIndexMap[obj.getGUID()] = howManyButtons
howManyButtons = howManyButtons + 1
end
end
end
--Creates submit and cancel buttons
function createSetupActionButtons(move)
self.createButton({
label = "Cancel", click_function = "buttonClick_cancel", function_owner = self,
position = { 0, 0.3, 4.5 }, rotation = { 0, 0, 0 }, height = 350, width = 1100,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 1, 1 }
})
self.createButton({
label = "Submit", click_function = "buttonClick_submit", function_owner = self,
position = { 0, 0.3, 5.3 }, rotation = { 0, 0, 0 }, height = 350, width = 1100,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 1, 1 }
})
if move == false then
self.createButton({
label = "Add", click_function = "buttonClick_add", function_owner = self,
position = { 0, 0.3, 6.1 }, rotation = { 0, 0, 0 }, height = 350, width = 1100,
font_size = 250, color = { 0, 0, 0 }, font_color = { 0.25, 1, 0.25 }
})
self.createButton({
label = "Selection", click_function = "editDragSelection", function_owner = self,
position = { 0, 0.3, -4.5 }, rotation = { 0, 0, 0 }, height = 350, width = 1100,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 1, 1 }
})
groupNameInput:create(memoryGroupName:get())
if fresh == false then
self.createButton({
label = "Set New", click_function = "buttonClick_setNew", function_owner = self,
position = { 0, 0.3, 6.9 }, rotation = { 0, 0, 0 }, height = 350, width = 1100,
font_size = 250, color = { 0, 0, 0 }, font_color = { 0.75, 0.75, 1 }
})
self.createButton({
label = "Remove", click_function = "buttonClick_remove", function_owner = self,
position = { 0, 0.3, 7.7 }, rotation = { 0, 0, 0 }, height = 350, width = 1100,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 0.25, 0.25 }
})
end
end
self.createButton({
label = "Reset", click_function = "buttonClick_reset", function_owner = self,
position = { 3, 0.3, 0 }, rotation = { 0, 90, 0 }, height = 350, width = 800,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 1, 1 }
})
end
--During Setup
--Checks or unchecks buttons
function buttonClick_selection(obj, move)
local index = buttonIndexMap[obj.getGUID()]
local colorMove = { 0, 0, 1, 0.6 }
local color = { 0, 1, 0, 0.6 }
previousGuid = selectedGuid
selectedGuid = obj.getGUID()
theList = memoryList
if move == true then
theList = moveList
if previousGuid ~= nil and previousGuid ~= selectedGuid then
local prevObj = getObjectFromGUID(previousGuid)
prevObj.highlightOff()
self.editButton({ index = previousIndex, color = colorMove })
theList[previousGuid] = nil
end
previousIndex = index
end
if theList[selectedGuid] == nil then
self.editButton({ index = index, color = color })
--Adding pos/rot to memory table
local pos, rot = obj.getPosition(), obj.getRotation()
--I need to add it like this or it won't save due to indexing issue
theList[obj.getGUID()] = {
pos = { x = round(pos.x, 4), y = round(pos.y, 4), z = round(pos.z, 4) },
rot = { x = round(rot.x, 4), y = round(rot.y, 4), z = round(rot.z, 4) },
lock = obj.getLock(),
tint = obj.getColorTint()
}
obj.highlightOn({ 0, 1, 0 })
else
color = { 0.75, 0.25, 0.25, 0.6 }
if move == true then
color = colorMove
end
self.editButton({ index = index, color = color })
theList[obj.getGUID()] = nil
obj.highlightOff()
end
end
function editDragSelection(bagObj, player, remove)
local selectedObjs = Player[player].getSelectedObjects()
if not remove then
for _, obj in ipairs(selectedObjs) do
local index = buttonIndexMap[obj.getGUID()]
--Ignore if already in the memory list, or does not have a button
if index and not memoryList[obj.getGUID()] then
self.editButton({ index = index, color = { 0, 1, 0, 0.6 } })
--Adding pos/rot to memory table
local pos, rot = obj.getPosition(), obj.getRotation()
--I need to add it like this or it won't save due to indexing issue
memoryList[obj.getGUID()] = {
pos = { x = round(pos.x, 4), y = round(pos.y, 4), z = round(pos.z, 4) },
rot = { x = round(rot.x, 4), y = round(rot.y, 4), z = round(rot.z, 4) },
lock = obj.getLock(),
tint = obj.getColorTint()
}
obj.highlightOn({ 0, 1, 0 })
end
end
else
for _, obj in ipairs(selectedObjs) do
local index = buttonIndexMap[obj.getGUID()]
if index and memoryList[obj.getGUID()] then
color = { 0.75, 0.25, 0.25, 0.6 }
self.editButton({ index = index, color = color })
memoryList[obj.getGUID()] = nil
obj.highlightOff()
end
end
end
end
--Cancels selection process
function buttonClick_cancel()
memoryList = memoryListBackup
moveList = {}
self.clearButtons()
self.clearInputs()
if next(memoryList) == nil then
createSetupButton()
else
createMemoryActionButtons()
end
removeAllHighlights()
broadcastToAll("Selection Canceled", { 1, 1, 1 })
moveGuid = nil
end
--Saves selections
function buttonClick_submit()
fresh = false
if next(moveList) ~= nil then
for guid in pairs(moveList) do
moveGuid = guid
end
if memoryListBackup[moveGuid] == nil then
broadcastToAll("Item selected for moving is not already in memory", { 1, 0.25, 0.25 })
else
broadcastToAll("Moving all items in memory relative to new objects position!", { 0.75, 0.75, 1 })
self.clearButtons()
self.clearInputs()
createMemoryActionButtons()
local count = 0
for guid in pairs(moveList) do
moveGuid = guid
count = count + 1
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.highlightOff() end
end
updateMemoryWithMoves()
updateSave()
buttonClick_place()
end
elseif next(memoryList) == nil and moveGuid == nil then
memoryList = memoryListBackup
broadcastToAll("No selections made.", { 0.75, 0.25, 0.25 })
end
combineMemoryFromBagsWithin()
groupNameInput:setGroupNameToInputField()
self.clearButtons()
self.clearInputs()
createMemoryActionButtons()
local count = 0
for guid in pairs(memoryList) do
count = count + 1
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.highlightOff() end
end
broadcastToAll(count .. " Objects Saved", { 1, 1, 1 })
updateSave()
moveGuid = nil
end
function combineTables(first_table, second_table)
for k, v in pairs(second_table) do first_table[k] = v end
end
function buttonClick_add()
fresh = false
combineTables(memoryList, memoryListBackup)
broadcastToAll("Adding internal bags and selections to existing memory", { 0.25, 0.75, 0.25 })
combineMemoryFromBagsWithin()
self.clearButtons()
self.clearInputs()
createMemoryActionButtons()
local count = 0
for guid in pairs(memoryList) do
count = count + 1
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.highlightOff() end
end
broadcastToAll(count .. " Objects Saved", { 1, 1, 1 })
updateSave()
end
function buttonClick_remove()
broadcastToAll("Removing Selected Entries From Memory", { 1.0, 0.25, 0.25 })
self.clearButtons()
self.clearInputs()
createMemoryActionButtons()
local count = 0
for guid in pairs(memoryList) do
count = count + 1
memoryListBackup[guid] = nil
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.highlightOff() end
end
broadcastToAll(count .. " Objects Removed", { 1, 1, 1 })
memoryList = memoryListBackup
updateSave()
end
function buttonClick_setNew()
broadcastToAll("Setting new position relative to items in memory", { 0.75, 0.75, 1 })
self.clearButtons()
self.clearInputs()
createMemoryActionButtons()
local count = 0
for _, obj in ipairs(getAllObjects()) do
guid = obj.guid
if memoryListBackup[guid] ~= nil then
count = count + 1
memoryListBackup[guid].pos = obj.getPosition()
memoryListBackup[guid].rot = obj.getRotation()
memoryListBackup[guid].lock = obj.getLock()
memoryListBackup[guid].tint = obj.getColorTint()
end
end
broadcastToAll(count .. " Objects Saved", { 1, 1, 1 })
memoryList = memoryListBackup
updateSave()
end
--Resets bag to starting status
function buttonClick_reset()
fresh = true
memoryList = {}
memoryGroupName:set(nil)
self.clearButtons()
self.clearInputs()
createSetupButton()
removeAllHighlights()
broadcastToAll("Tool Reset", { 1, 1, 1 })
updateSave()
end
--After Setup
--Creates recall and place buttons
function createMemoryActionButtons()
self.createButton({
label = "Place", click_function = "buttonClick_place", function_owner = self,
position = { 0, 0.3, 4.5 }, rotation = { 0, 0, 0 }, height = 350, width = 800,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 1, 1 }
})
self.createButton({
label = "Recall", click_function = "buttonClick_recall", function_owner = self,
position = { 0, 0.3, 5.3 }, rotation = { 0, 0, 0 }, height = 350, width = 800,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 1, 1 }
})
self.createButton({
label = "Setup", click_function = "buttonClick_setup", function_owner = self,
position = { 3, 0.3, 0 }, rotation = { 0, 90, 0 }, height = 350, width = 800,
font_size = 250, color = { 0, 0, 0 }, font_color = { 1, 1, 1 }
})
self.createButton({
label = "Move", click_function = "buttonClick_transpose", function_owner = self,
position = { 3.8, 0.3, 0 }, rotation = { 0, 90, 0 }, height = 350, width = 800,
font_size = 250, color = { 0, 0, 0 }, font_color = { 0.75, 0.75, 1 }
})
end
--Sends objects from bag/table to their saved position/rotation
function buttonClick_place()
if anyOtherBagsInMyGroupArePlaced() then
recallOtherBagsInMyGroup()
Wait.frames(_placeObjects, CONFIG.MEMORY_GROUP.FRAME_DELAY_BEFORE_PLACING_OBJECTS)
else
_placeObjects()
end
end
function _placeObjects()
local bagObjList = self.getObjects()
for guid, entry in pairs(memoryList) do
local obj = getObjectFromGUID(guid)
--If obj is out on the table, move it to the saved pos/rot
if obj ~= nil then
obj.setPositionSmooth(entry.pos)
obj.setRotationSmooth(entry.rot)
obj.setLock(entry.lock)
obj.setColorTint(entry.tint)
else
--If obj is inside of the bag
for _, bagObj in ipairs(bagObjList) do
if bagObj.guid == guid then
local item = self.takeObject({
guid = guid, position = entry.pos, rotation = entry.rot, smooth = false
})
item.setLock(entry.lock)
item.setColorTint(entry.tint)
break
end
end
end
end
broadcastToAll("Objects Placed", { 1, 1, 1 })
end
--Recalls objects to bag from table
function buttonClick_recall()
for guid, entry in pairs(memoryList) do
local obj = getObjectFromGUID(guid)
if obj ~= nil then self.putObject(obj) end
end
broadcastToAll("Objects Recalled", { 1, 1, 1 })
end
--Utility functions
--Find delta (difference) between 2 x/y/z coordinates
function findOffsetDistance(p1, p2, obj)
local yOffset = 0
if obj ~= nil then
local bounds = obj.getBounds()
yOffset = (bounds.size.y - bounds.offset.y)
end
local deltaPos = {}
deltaPos.x = (p2.x - p1.x)
deltaPos.y = (p2.y - p1.y) + yOffset
deltaPos.z = (p2.z - p1.z)
return deltaPos
end
--Used to rotate a set of coordinates by an angle
function rotateLocalCoordinates(desiredPos, obj)
local objPos, objRot = obj.getPosition(), obj.getRotation()
local angle = math.rad(objRot.y)
local x = desiredPos.x * math.cos(angle) - desiredPos.z * math.sin(angle)
local z = desiredPos.x * math.sin(angle) + desiredPos.z * math.cos(angle)
--return {x=objPos.x+x, y=objPos.y+desiredPos.y, z=objPos.z+z}
return { x = x, y = desiredPos.y, z = z }
end
function rotateMyCoordinates(desiredPos, obj)
local angle = math.rad(obj.getRotation().y)
local x = desiredPos.x * math.sin(angle)
local z = desiredPos.z * math.cos(angle)
return { x = x, y = desiredPos.y, z = z }
end
--Coroutine delay, in seconds
function wait(time)
local start = os.time()
repeat coroutine.yield(0) until os.time() > start + time
end
--Duplicates a table (needed to prevent it making reference to the same objects)
function duplicateTable(oldTable)
local newTable = {}
for k, v in pairs(oldTable) do
newTable[k] = v
end
return newTable
end
--Moves scripted highlight from all objects
function removeAllHighlights()
for _, obj in ipairs(getAllObjects()) do
obj.highlightOff()
end
end
--Round number (num) to the Nth decimal (dec)
function round(num, dec)
local mult = 10 ^ (dec or 0)
return math.floor(num * mult + 0.5) / mult
end
--[[
This object provides access to a variable stored on the "Global script".
The variable holds the GUIDs for every Utility Memory Bag in the scene.
Example:
{'805ebd', '35cc21', 'fc8886', 'f50264', '5f5f63'}
--]]
AllMemoryBagsInScene = {
NAME_OF_GLOBAL_VARIABLE = "_UtilityMemoryBag_AllMemoryBagsInScene"
}
function AllMemoryBagsInScene:add(guid)
local guids = Global.getTable(self.NAME_OF_GLOBAL_VARIABLE) or {}
table.insert(guids, guid)
Global.setTable(self.NAME_OF_GLOBAL_VARIABLE, guids)
end
function AllMemoryBagsInScene:getGuidList()
return Global.getTable(self.NAME_OF_GLOBAL_VARIABLE) or {}
end