feat(blenvy):
* overhauled selection * made adding/removing assets specific to collections/scenes (blueprints/levels) * ui tweaks & improvements * etc
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parent
e42719daf7
commit
53d432fc77
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@ -1,4 +1,5 @@
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import os
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import json
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import bpy
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from bpy_types import (Operator)
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from bpy.props import (StringProperty, EnumProperty)
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@ -29,7 +30,26 @@ class OT_add_bevy_asset(Operator):
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) # type: ignore
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def execute(self, context):
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context.window_manager.assets_registry.add_asset(self.asset_name, self.asset_type, self.asset_path, False)
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assets_list = []
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blueprint_assets = False
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if context.collection is not None and context.collection.name == 'Scene Collection':
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assets_list = json.loads(context.scene.get('assets'))
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blueprint_assets = False
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else:
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if 'assets' in context.collection:
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assets_list = json.loads(context.collection.get('assets'))
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blueprint_assets = True
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in_list = [asset for asset in assets_list if (asset["path"] == self.asset_path)]
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in_list = len(in_list) > 0
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if not in_list:
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assets_list.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
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if blueprint_assets:
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context.collection["assets"] = json.dumps(assets_list)
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else:
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context.scene["assets"] = json.dumps(assets_list)
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#context.window_manager.assets_registry.add_asset(self.asset_name, self.asset_type, self.asset_path, False)
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return {'FINISHED'}
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@ -46,5 +66,20 @@ class OT_remove_bevy_asset(Operator):
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) # type: ignore
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def execute(self, context):
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context.window_manager.assets_registry.remove_asset(self.asset_path)
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assets_list = []
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blueprint_assets = False
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if context.collection is not None and context.collection.name == 'Scene Collection':
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assets_list = json.loads(context.scene.get('assets'))
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blueprint_assets = False
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else:
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if 'assets' in context.collection:
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assets_list = json.loads(context.collection.get('assets'))
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blueprint_assets = True
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assets_list = [asset for asset in assets_list if (asset["path"] != self.asset_path)]
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if blueprint_assets:
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context.collection["assets"] = json.dumps(assets_list)
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else:
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context.scene["assets"] = json.dumps(assets_list)
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#context.window_manager.assets_registry.remove_asset(self.asset_path)
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return {'FINISHED'}
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@ -1,4 +1,5 @@
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import bpy
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import json
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class GLTF_PT_auto_export_assets(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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@ -34,8 +35,15 @@ class GLTF_PT_auto_export_assets(bpy.types.Panel):
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row.label(text="Type")
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row.label(text="Path")
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row.label(text="Remove")
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for asset in asset_registry.assets_list:
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#print("FOO", json.dumps([{"name":"foo", "type":"MODEL", "path":"bla", "internal":True}]))
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# [{"name": "trigger_sound", "type": "AUDIO", "path": "assets/audio/trigger.mp3", "internal": true}]
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assets_list = []
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if context.collection is not None and context.collection.name == 'Scene Collection':
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assets_list = json.loads(context.scene.get('assets')) #asset_registry.assets_list
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else:
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if 'assets' in context.collection:
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assets_list = json.loads(context.collection.get('assets'))
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for asset in assets_list:
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row = layout.row()
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row.label(text=asset["name"])
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row.label(text=asset["type"])
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@ -44,4 +52,6 @@ class GLTF_PT_auto_export_assets(bpy.types.Panel):
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remove_asset = row.operator(operator="bevyassets.remove", text="remove")
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remove_asset.asset_path = asset["path"]
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else:
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row.label(text="")
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row.label(text="")
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#
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@ -25,19 +25,22 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
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active_mode = blenvy.mode
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world_scene_active = False
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library_scene_active = False
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active_collection = context.collection
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current_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else None
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current_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else None
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if current_auto_settings is not None:
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current_auto_settings = json.loads(current_auto_settings.as_string())
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print("current_auto_settings", current_auto_settings)
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#print("current_auto_settings", current_auto_settings)
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main_scene_names = current_auto_settings["main_scene_names"]
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library_scene_names = current_auto_settings["library_scene_names"]
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world_scene_active = context.scene.name in main_scene_names
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library_scene_active = context.scene.name in library_scene_names
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layout.label(text="Active Blueprint: "+ active_collection.name.upper())
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# Now to actual drawing of the UI
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target = row.box() if active_mode == 'COMPONENTS' else row
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@ -360,6 +360,7 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
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assets_list_name = f"assets_{scene.name}"
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assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
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scene["assets"] = json.dumps(blueprint_assets_list)
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print("blueprint assets", blueprint_assets_list)
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add_scene_property(scene, assets_list_name, assets_list_data)
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