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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 20:00:53 +00:00
feat(blenvy): now passing levels path to the experimental "export asset ron files" operator
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@ -166,7 +166,7 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
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from types import SimpleNamespace
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from types import SimpleNamespace
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def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False):
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def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False, levels_path_full="."):
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# just for testing, this uses the format of bevy_asset_loader's asset files
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# just for testing, this uses the format of bevy_asset_loader's asset files
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'''
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'''
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({
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({
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@ -187,7 +187,7 @@ def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False):
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if asset["internal"] or not internal_only:
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if asset["internal"] or not internal_only:
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bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
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bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
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formated_assets.append(bla)
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formated_assets.append(bla)
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with open(f"testing/bevy_example/assets/assets_{level_name}.assets.ron", "w") as assets_file:
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with open(f"{levels_path_full}/{level_name}.assets.ron", "w") as assets_file:
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assets_file.write("({")
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assets_file.write("({")
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assets_file.writelines(formated_assets)
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assets_file.writelines(formated_assets)
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assets_file.write("\n})")
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assets_file.write("\n})")
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@ -209,6 +209,6 @@ class OT_test_bevy_assets(Operator):
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for scene in blenvy.main_scenes:
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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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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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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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write_ron_assets_file(scene.name, assets_hierarchy, internal_only = False, levels_path_full = blenvy.levels_path_full)
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return {'FINISHED'}
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return {'FINISHED'}
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@ -49,17 +49,6 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
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print("BLA", blenvy.levels_path_full)
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print("BLA", blenvy.levels_path_full)
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print("BLA", blenvy.materials_path_full)
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print("BLA", blenvy.materials_path_full)
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"""current_auto_settings = load_settings(".gltf_auto_export_settings")
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current_gltf_settings = load_settings(".gltf_auto_export_gltf_settings")
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if current_auto_settings is not None:
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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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# Now to actual drawing of the UI
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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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target = row.box() if active_mode == 'COMPONENTS' else row
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tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PROPERTIES")
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tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PROPERTIES")
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@ -103,8 +92,6 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
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draw_folder_browser(layout=row, label="Materials Folder", prop_origin=blenvy, target_property="materials_path")
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draw_folder_browser(layout=row, label="Materials Folder", prop_origin=blenvy, target_property="materials_path")
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panel.separator()
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panel.separator()
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# scenes selection
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# scenes selection
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if len(blenvy.main_scenes) == 0 and len(blenvy.library_scenes) == 0:
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if len(blenvy.main_scenes) == 0 and len(blenvy.library_scenes) == 0:
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row = panel.row()
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row = panel.row()
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@ -114,7 +101,6 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
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row = panel.row()
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row = panel.row()
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row.label(text="Please select and add one using the UI below")
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row.label(text="Please select and add one using the UI below")
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section = panel
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section = panel
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rows = 2
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rows = 2
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row = section.row()
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row = section.row()
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