mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 20:00:53 +00:00
feat(Blenvy): total overhaul of main/library scene handling
* main/library/nothing is now an enumProperty on scenes themselves * main/library scene listing is a dynamic property of the Blenvy core class instead of CollectionProperties * this means that removing / renaming scenes using the normal blender workflow automatically changes things for Blenvy as well ! * overhauled & simplified main/library scenes ui accordingly * same for all the code that needed access to the main/library scenes * added main/library scene NAMES computed property for convenience
This commit is contained in:
parent
29c8eba49c
commit
6f6b813474
@ -15,7 +15,7 @@ Auto export
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- [x] main/ library scene names
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- [x] paths
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Data storage for custom properties:
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- [ ] Data storage for custom properties:
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- for scenes (main scenes)
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- at scene level
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- for blueprints
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@ -106,7 +106,8 @@ General issues:
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- [x] add ability to FORCE export specific blueprints & levels
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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- [ ] handle scene renames between saves (breaks diffing)
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- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes
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- [x] change scene selector to work on actual scenes aka to deal with renamed scenes
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- [x] remove get_main_and_library_scenes as it should not be needed anymore
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- [x] fix asset file selection
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- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
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- [ ] add option to 'split out' meshes from blueprints ?
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@ -50,9 +50,8 @@ from .blueprints.operators import OT_select_blueprint
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# blenvy core
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from .core.blenvy_manager import BlenvyManager
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from .core.operators import OT_switch_bevy_tooling
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from .core.scene_helpers import (SceneSelector)
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from .core.ui.ui import (BLENVY_PT_SidePanel)
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from .core.ui.scenes_list import SCENES_LIST_OT_actions, SCENE_UL_Blenvy
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from .core.ui.scenes_list import SCENES_LIST_OT_actions
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from .core.ui.assets_folder_browser import OT_OpenAssetsFolderBrowser
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@ -63,8 +62,6 @@ def glTF2_post_export_callback(data):
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classes = [
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# common/core
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SceneSelector,
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SCENE_UL_Blenvy,
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SCENES_LIST_OT_actions,
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OT_OpenAssetsFolderBrowser,
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@ -1,5 +1,4 @@
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from blenvy.core.scene_helpers import get_main_and_library_scenes
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from blenvy.blueprints.blueprint_helpers import find_blueprints_not_on_disk
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@ -13,7 +12,6 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
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change_detection = getattr(settings.auto_export, "change_detection")
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collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
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internal_blueprints = blueprints_data.internal_blueprints
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blueprints_to_export = internal_blueprints # just for clarity
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@ -28,7 +26,7 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
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# in your current Blender session for example)
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blueprints_not_on_disk = find_blueprints_not_on_disk(internal_blueprints, blueprints_path_full, export_gltf_extension)
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for scene in library_scenes:
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for scene in settings.library_scenes:
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if scene.name in changes_per_scene:
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changed_objects = list(changes_per_scene[scene.name].keys())
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changed_blueprints = [blueprints_data.blueprints_from_objects[changed] for changed in changed_objects if changed in blueprints_data.blueprints_from_objects]
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@ -3,7 +3,6 @@ import os
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import bpy
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import traceback
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from blenvy.core.scene_helpers import get_main_and_library_scenes
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from blenvy.blueprints.blueprints_scan import blueprints_scan
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from blenvy.blueprints.blueprint_helpers import inject_export_path_into_internal_blueprints
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@ -39,8 +38,6 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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gltf_extension = '.glb' if gltf_extension == 'GLB' else '.gltf'
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settings.export_gltf_extension = gltf_extension
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
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blueprints_data = bpy.context.window_manager.blueprints_registry.refresh_blueprints()
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#blueprints_data = bpy.context.window_manager.blueprints_registry.blueprints_data
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#print("blueprints_data", blueprints_data)
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@ -58,7 +55,7 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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if export_scene_settings:
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# inject/ update scene components
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upsert_scene_components(level_scenes)
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upsert_scene_components(settings.main_scenes)
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#inject/ update light shadow information
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for light in bpy.data.lights:
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enabled = 'true' if light.use_shadow else 'false'
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@ -76,7 +73,7 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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# since materials export adds components we need to call this before blueprints are exported
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# export materials & inject materials components into relevant objects
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if export_materials_library:
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export_materials(blueprints_data.blueprint_names, library_scenes, settings)
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export_materials(blueprints_data.blueprint_names, settings.library_scenes, settings)
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# update the list of tracked exports
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exports_total = len(blueprints_to_export) + len(main_scenes_to_export) + (1 if export_materials_library else 0)
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@ -123,11 +120,11 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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for obj in old_selections:
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obj.select_set(True)
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if export_materials_library:
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cleanup_materials(blueprints_data.blueprint_names, library_scenes)
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cleanup_materials(blueprints_data.blueprint_names, settings.library_scenes)
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else:
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for scene_name in main_scene_names:
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export_main_scene(bpy.data.scenes[scene_name], blend_file_path, settings, [])
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for scene in settings.main_scenes:
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export_main_scene(scene, blend_file_path, settings, [])
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@ -141,9 +138,7 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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finally:
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# FIXME: error handling ? also redundant
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[main_scene_names, main_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
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if export_scene_settings:
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# inject/ update scene components
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remove_scene_components(main_scenes)
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remove_scene_components(settings.main_scenes)
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@ -1,5 +1,4 @@
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import bpy
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from blenvy.core.scene_helpers import get_main_and_library_scenes
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from blenvy.blueprints.blueprint_helpers import check_if_blueprint_on_disk
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# IF collection_instances_combine_mode is not 'split' check for each scene if any object in changes_per_scene has an instance in the scene
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@ -57,9 +56,8 @@ def should_level_be_exported(scene_name, changed_export_parameters, changes_per_
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# this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported
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def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
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# determine list of main scenes to export
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# we have more relaxed rules to determine if the main scenes have changed : any change is ok, (allows easier handling of changes, render settings etc)
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main_scenes_to_export = [scene_name for scene_name in main_scene_names if should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings)]
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main_scenes_to_export = [scene_name for scene_name in settings.main_scenes_names if should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings)]
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return (main_scenes_to_export)
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@ -131,9 +131,7 @@ class Blenvy_assets(bpy.types.Panel):
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settings = SimpleNamespace(**settings)
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if panel:
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#print("dfs")
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for scene_selector in blenvy.main_scenes:
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scene = bpy.data.scenes[scene_selector.name]
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for scene in blenvy.main_scenes:
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user_assets = get_user_assets(scene)
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row = panel.row()
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@ -8,7 +8,6 @@ from bpy_types import (PropertyGroup)
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from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
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from ..settings import load_settings
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from ..core.scene_helpers import get_main_and_library_scenes
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from .blueprints_scan import blueprints_scan
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@ -68,7 +67,6 @@ class BlueprintsRegistry(PropertyGroup):
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#print("titi", self)
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blenvy = bpy.context.window_manager.blenvy
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settings = blenvy
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
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blueprints_data = blueprints_scan(level_scenes, library_scenes, settings)
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blueprints_data = blueprints_scan(settings.main_scenes, settings.library_scenes, settings)
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self.blueprints_data = blueprints_data
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return blueprints_data
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@ -2,12 +2,12 @@ import os
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import bpy
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from bpy_types import (PropertyGroup)
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from bpy.props import (BoolProperty, EnumProperty, PointerProperty, StringProperty, CollectionProperty, IntProperty)
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from .scene_helpers import SceneSelector
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from ..settings import upsert_settings, load_settings, generate_complete_settings_dict
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import blenvy.add_ons.auto_export.settings as auto_export_settings
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import blenvy.add_ons.bevy_components.settings as component_settings
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# list of settings we do NOT want to save
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settings_black_list = ['settings_save_enabled', 'main_scene_selector', 'main_scenes', 'main_scenes_index', 'library_scene_selector', 'library_scenes', 'library_scenes_index',
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#'project_root_path_full', 'assets_path_full', ''
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@ -35,7 +35,10 @@ def update_mode(blenvy, context):
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def is_scene_already_in_use(self, scene):
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try:
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return scene.name not in self.main_scenes and scene.name not in self.library_scenes
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current_main_scene_names = list(map(lambda x: x.name, self.main_scenes))
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current_library_scene_names = list(map(lambda x: x.name, self.library_scenes))
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#print("scene ", scene.name, current_main_scene_names, current_library_scene_names)
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return scene.name not in current_main_scene_names and scene.name not in current_library_scene_names
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except:
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return True
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@ -117,14 +120,6 @@ class BlenvyManager(PropertyGroup):
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get=lambda self: os.path.abspath(os.path.join(os.path.dirname(bpy.data.filepath), self.project_root_path, self.assets_path, self.materials_path))
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) # type: ignore
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main_scenes: CollectionProperty(name="main scenes", type=SceneSelector) # type: ignore
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main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0, update=update_scene_lists) # type: ignore
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#main_scene_names = [] # FIXME: unsure
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library_scenes: CollectionProperty(name="library scenes", type=SceneSelector) # type: ignore
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library_scenes_index: IntProperty(name = "Index for library scenes list", default = 0, update=update_scene_lists) # type: ignore
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#library_scene_names = [] # FIXME: unsure
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# sub ones
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auto_export: PointerProperty(type=auto_export_settings.AutoExportSettings) # type: ignore
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components: PointerProperty(type=component_settings.ComponentsSettings) # type: ignore
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@ -132,6 +127,22 @@ class BlenvyManager(PropertyGroup):
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main_scene_selector: PointerProperty(type=bpy.types.Scene, name="main scene", description="main_scene_picker", poll=is_scene_already_in_use)# type: ignore
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library_scene_selector: PointerProperty(type=bpy.types.Scene, name="library scene", description="library_scene_picker", poll=is_scene_already_in_use)# type: ignore
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@property
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def main_scenes(self):
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return [scene for scene in bpy.data.scenes if scene.blenvy_scene_type == 'Level']
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@property
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def main_scenes_names(self):
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return [scene.name for scene in self.main_scenes]
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@property
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def library_scenes(self):
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return [scene for scene in bpy.data.scenes if scene.blenvy_scene_type == 'Library']
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@property
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def library_scenes_names(self):
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return [scene.name for scene in self.library_scenes]
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@classmethod
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def register(cls):
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bpy.types.WindowManager.blenvy = PointerProperty(type=BlenvyManager)
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@ -139,6 +150,14 @@ class BlenvyManager(PropertyGroup):
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# unsure
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bpy.types.Collection.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
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bpy.types.Scene.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
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bpy.types.Scene.blenvy_scene_type = EnumProperty(
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items= (
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('None', 'None', 'No blenvy type specified'),
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('Level', 'Level','Main/ Level scene'),
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('Library', 'Library', 'Library scene'),
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),
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default='None'
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)
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@classmethod
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def unregister(cls):
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@ -146,6 +165,7 @@ class BlenvyManager(PropertyGroup):
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del bpy.types.Collection.always_export
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del bpy.types.Scene.always_export
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del bpy.types.Scene.blenvy_scene_type
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def load_settings(self):
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print("LOAD SETTINGS")
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@ -153,14 +173,6 @@ class BlenvyManager(PropertyGroup):
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if settings is not None:
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if "mode" in settings:
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self.mode = settings["mode"]
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if "main_scene_names" in settings:
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for main_scene_name in settings["main_scene_names"]:
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added = self.main_scenes.add()
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added.name = main_scene_name
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if "library_scene_names" in settings:
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for main_scene_name in settings["library_scene_names"]:
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added = self.library_scenes.add()
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added.name = main_scene_name
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asset_path_names = ['project_root_path', 'assets_path', 'blueprints_path', 'levels_path', 'materials_path']
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for asset_path_name in asset_path_names:
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@ -1,29 +1,7 @@
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import bpy
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from bpy.props import (PointerProperty)
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from .object_makers import make_empty
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class SceneSelector(bpy.types.PropertyGroup):
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name: bpy.props.StringProperty() # type: ignore
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display: bpy.props.BoolProperty() # type: ignore
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# convenience utility to get lists of scenes
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def get_main_and_library_scenes(settings):
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level_scene_names= getattr(settings, "main_scene_names", []) #list(map(lambda scene: scene.name, getattr(settings,"main_scenes")))
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library_scene_names = getattr(settings, "library_scene_names", []) #list(map(lambda scene: scene.name, getattr(settings,"library_scenes")))
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level_scene_names= list(map(lambda scene: scene.name, getattr(settings,"main_scenes")))
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library_scene_names = list(map(lambda scene: scene.name, getattr(settings,"library_scenes")))
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level_scene_names = list(filter(lambda name: name in bpy.data.scenes, level_scene_names))
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library_scene_names = list(filter(lambda name: name in bpy.data.scenes, library_scene_names))
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level_scenes = list(map(lambda name: bpy.data.scenes[name], level_scene_names))
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library_scenes = list(map(lambda name: bpy.data.scenes[name], library_scene_names))
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return [level_scene_names, level_scenes, library_scene_names, library_scenes]
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def add_scene_property(scene, scene_component_name, property_data, limit_to=None):
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root_collection = scene.collection
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scene_property = None
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@ -1,39 +1,6 @@
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import bpy
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from bpy.types import Operator
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class SCENE_UL_Blenvy(bpy.types.UIList):
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# The draw_item function is called for each item of the collection that is visible in the list.
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# data is the RNA object containing the collection,
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# item is the current drawn item of the collection,
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# icon is the "computed" icon for the item (as an integer, because some objects like materials or textures
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# have custom icons ID, which are not available as enum items).
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# active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the
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# active item of the collection).
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# active_propname is the name of the active property (use 'getattr(active_data, active_propname)').
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# index is index of the current item in the collection.
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# flt_flag is the result of the filtering process for this item.
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# Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't
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# need them.
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
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ob = data
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# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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# You should always start your row layout by a label (icon + text), or a non-embossed text field,
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# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
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# We use icon_value of label, as our given icon is an integer value, not an enum ID.
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# Note "data" names should never be translated!
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#if ma:
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# layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
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#else:
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# layout.label(text="", translate=False, icon_value=icon)
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layout.label(text=item.name, icon_value=icon)
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#layout.prop(item, "name", text="", emboss=False, icon_value=icon)
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# 'GRID' layout type should be as compact as possible (typically a single icon!).
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class SCENES_LIST_OT_actions(Operator):
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"""Move items up and down, add and remove"""
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bl_idname = "scene_list.list_action"
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@ -56,64 +23,40 @@ class SCENES_LIST_OT_actions(Operator):
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)
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) # type: ignore
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scene_name : bpy.props.StringProperty(name="scene_name")# type: ignore
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def invoke(self, context, event):
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source = context.window_manager.blenvy
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target_name = "library_scenes"
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target_index = "library_scenes_index"
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if self.scene_type == "LEVEL":
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target_name = "main_scenes"
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target_index = "main_scenes_index"
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target = getattr(source, target_name)
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idx = getattr(source, target_index)
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current_index = getattr(source, target_index)
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try:
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item = target[idx]
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except IndexError:
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pass
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else:
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if self.action == 'DOWN' and idx < len(target) - 1:
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target.move(idx, idx + 1)
|
||||
setattr(source, target_index, current_index +1 )
|
||||
info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
|
||||
self.report({'INFO'}, info)
|
||||
|
||||
elif self.action == 'UP' and idx >= 1:
|
||||
target.move(idx, idx - 1)
|
||||
setattr(source, target_index, current_index -1 )
|
||||
info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
|
||||
self.report({'INFO'}, info)
|
||||
|
||||
elif self.action == 'REMOVE':
|
||||
info = 'Item "%s" removed from list' % (target[idx].name)
|
||||
if self.action == 'REMOVE':
|
||||
bpy.data.scenes[self.scene_name].blenvy_scene_type = 'None'
|
||||
"""info = 'Item "%s" removed from list' % (target[idx].name)
|
||||
target.remove(idx)
|
||||
|
||||
setattr(source, target_index, current_index -1 )
|
||||
self.report({'INFO'}, info)
|
||||
self.report({'INFO'}, info)"""
|
||||
|
||||
if self.action == 'ADD':
|
||||
new_scene_name = None
|
||||
scene_to_add = None
|
||||
if self.scene_type == "LEVEL":
|
||||
if context.window_manager.blenvy.main_scene_selector:
|
||||
new_scene_name = context.window_manager.blenvy.main_scene_selector.name
|
||||
scene_to_add = context.window_manager.blenvy.main_scene_selector
|
||||
scene_to_add.blenvy_scene_type = "Level"
|
||||
else:
|
||||
if context.window_manager.blenvy.library_scene_selector:
|
||||
new_scene_name = context.window_manager.blenvy.library_scene_selector.name
|
||||
if new_scene_name:
|
||||
item = target.add()
|
||||
item.name = new_scene_name
|
||||
scene_to_add = context.window_manager.blenvy.library_scene_selector
|
||||
scene_to_add.blenvy_scene_type = "Library"
|
||||
|
||||
if scene_to_add is not None:
|
||||
print("adding scene", scene_to_add)
|
||||
|
||||
if self.scene_type == "LEVEL":
|
||||
context.window_manager.blenvy.main_scene_selector = None
|
||||
else:
|
||||
context.window_manager.blenvy.library_scene_selector = None
|
||||
|
||||
setattr(source, target_index, len(target) - 1)
|
||||
#setattr(source, target_index, len(target) - 1)
|
||||
|
||||
|
||||
|
||||
info = '"%s" added to list' % (item.name)
|
||||
self.report({'INFO'}, info)
|
||||
#info = '"%s" added to list' % (item.name)
|
||||
#self.report({'INFO'}, info)
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
|
@ -109,44 +109,40 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
|
||||
row = section.row()
|
||||
row.label(text="main scenes")
|
||||
row.prop(blenvy, "main_scene_selector", text='')
|
||||
|
||||
row = section.row()
|
||||
row.template_list("SCENE_UL_Blenvy", "level scenes", blenvy, "main_scenes", blenvy, "main_scenes_index", rows=rows)
|
||||
|
||||
col = row.column(align=True)
|
||||
sub_row = col.row()
|
||||
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
|
||||
add_operator = row.operator("scene_list.list_action", icon='ADD', text="")
|
||||
add_operator.action = 'ADD'
|
||||
add_operator.scene_type = 'LEVEL'
|
||||
#add_operator.operator = operator
|
||||
sub_row.enabled = blenvy.main_scene_selector is not None
|
||||
#sub_row.enabled = blenvy.main_scene_selector is not None
|
||||
|
||||
sub_row = col.row()
|
||||
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
|
||||
row = section.row()
|
||||
col = row.column()
|
||||
for scene in blenvy.main_scenes:
|
||||
sub_row = col.box().row()
|
||||
sub_row.label(text=scene.name)
|
||||
remove_operator = sub_row.operator("scene_list.list_action", icon='TRASH', text="")
|
||||
remove_operator.action = 'REMOVE'
|
||||
remove_operator.scene_type = 'LEVEL'
|
||||
remove_operator.scene_name = scene.name
|
||||
|
||||
col.separator()
|
||||
|
||||
# library scenes
|
||||
row = section.row()
|
||||
row.label(text="library scenes")
|
||||
row.prop(blenvy, "library_scene_selector", text='')
|
||||
|
||||
row = section.row()
|
||||
row.template_list("SCENE_UL_Blenvy", "library scenes", blenvy, "library_scenes", blenvy, "library_scenes_index", rows=rows)
|
||||
|
||||
col = row.column(align=True)
|
||||
sub_row = col.row()
|
||||
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
|
||||
add_operator = row.operator("scene_list.list_action", icon='ADD', text="")
|
||||
add_operator.action = 'ADD'
|
||||
add_operator.scene_type = 'LIBRARY'
|
||||
sub_row.enabled = blenvy.library_scene_selector is not None
|
||||
|
||||
|
||||
sub_row = col.row()
|
||||
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
|
||||
row = section.row()
|
||||
col = row.column()
|
||||
for scene in blenvy.library_scenes:
|
||||
sub_row = col.box().row()
|
||||
sub_row.label(text=scene.name)
|
||||
remove_operator = sub_row.operator("scene_list.list_action", icon='TRASH', text="")
|
||||
remove_operator.action = 'REMOVE'
|
||||
remove_operator.scene_type = 'LIBRARY'
|
||||
remove_operator.scene_type = 'LEVEL'
|
||||
remove_operator.scene_name = scene.name
|
||||
col.separator()
|
||||
|
||||
header, panel = layout.panel("components", default_closed=False)
|
||||
|
@ -26,8 +26,7 @@ class Blenvy_levels(bpy.types.Panel):
|
||||
#blueprints_registry.refresh_blueprints()
|
||||
blueprints_data = blueprints_registry.blueprints_data
|
||||
|
||||
for scene_selector in blenvy.main_scenes:
|
||||
scene = bpy.data.scenes[scene_selector.name]
|
||||
for scene in blenvy.main_scenes:
|
||||
header, panel = layout.box().panel(f"level_assets{scene.name}", default_closed=False)
|
||||
if header:
|
||||
header.label(text=scene.name)#, icon="HIDE_OFF")
|
||||
|
Loading…
Reference in New Issue
Block a user