import bpy import json def draw_assets(layout, name, title, asset_registry, assets, target_type, target_name): header, panel = layout.box().panel(f"assets{name}", default_closed=False) header.label(text=title) if panel: row = panel.row() row.prop(asset_registry, "asset_name_selector", text="") row.prop(asset_registry, "asset_type_selector", text="") asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER") if asset_registry.asset_type_selector == 'IMAGE': asset_selector.filter_glob = '*.jpg;*.jpeg;*.png;*.bmp' if asset_registry.asset_type_selector == 'MODEL': asset_selector.filter_glob="*.glb;*.gltf" if asset_registry.asset_type_selector == 'TEXT': asset_selector.filter_glob="*.txt;*.md;*.ron;*.json" if asset_registry.asset_type_selector == 'AUDIO': asset_selector.filter_glob="*.mp3;*.wav;*.flac" add_asset = row.operator(operator="bevyassets.add", text="", icon="ADD") add_asset.target_type = target_type add_asset.target_name = target_name add_asset.asset_name = asset_registry.asset_name_selector add_asset.asset_type = asset_registry.asset_type_selector add_asset.asset_path = asset_registry.asset_path_selector #assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else [] for asset in assets: row = panel.row() row.label(text=asset["name"]) row.label(text=asset["type"]) row.label(text=asset["path"]) if not asset["internal"]: remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH") remove_asset.target_type = target_type remove_asset.target_name = target_name remove_asset.asset_path = asset["path"] else: row.label(text="") class GLTF_PT_auto_export_assets(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "" bl_parent_id = "BLENVY_PT_SidePanel" bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'} @classmethod def poll(cls, context): return context.window_manager.blenvy.mode == 'ASSETS' """def draw_header(self, context): layout = self.layout name = "" if context.collection is not None and context.collection.name == 'Scene Collection': name = f"WORLD/LEVEL: {context.scene.name}" else: name = f"BLUEPRINT: {context.collection.name}" layout.label(text=f"Assets For {name}")""" def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False # No animation. asset_registry = context.window_manager.assets_registry name = "world" header, panel = layout.box().panel(f"assets{name}", default_closed=False) header.label(text="World/Level Assets") if panel: for scene in bpy.data.scenes: if scene.name != "Library": # FIXME: hack for testing assets = json.loads(scene.get('assets')) if 'assets' in scene else [] row = panel.row() draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, assets=assets, target_type="SCENE", target_name=scene.name)