feat(blenvy): now iterating over main scenes instead of manually filtering scenes out
for blueprints & assets
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@ -199,14 +199,14 @@ class OT_test_bevy_assets(Operator):
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bl_options = {"UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy
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blueprints_registry = context.window_manager.blueprints_registry
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blueprints_registry.add_blueprints_data()
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blueprints_data = blueprints_registry.blueprints_data
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settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = SimpleNamespace(**settings)
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for scene in bpy.data.scenes:
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if scene.name != "Library":
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for scene in blenvy.main_scenes:
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assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
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scene["assets"] = json.dumps(assets_hierarchy)
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write_ron_assets_file(scene.name, assets_hierarchy, internal_only=False)
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@ -68,6 +68,7 @@ class Blenvy_assets(bpy.types.Panel):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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blenvy = context.window_manager.blenvy
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layout.operator(operator="bevyassets.test")
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@ -84,10 +85,8 @@ class Blenvy_assets(bpy.types.Panel):
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settings = SimpleNamespace(**settings)
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if panel:
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for scene in bpy.data.scenes:
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if scene.name != "Library": # FIXME: hack for testing
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for scene in blenvy.main_scenes:
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#get_main_scene_assets_tree(scene, blueprints_data, settings)
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user_assets = get_user_assets(scene)
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row = panel.row()
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scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
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