import bpy import json from ..assets.asset_helpers import get_user_assets from ..assets.ui import draw_assets class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Blueprints" bl_parent_id = "BLENVY_PT_SidePanel" bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'} @classmethod def poll(cls, context): return context.window_manager.blenvy.mode == 'BLUEPRINTS' if 'blenvy' in context.window_manager else False 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 blueprint_registry = context.window_manager.blueprints_registry blueprint_registry.refresh_blueprints() for blueprint in blueprint_registry.blueprints_data.blueprints: row = layout.row() row.label(icon="RIGHTARROW") row.label(text=blueprint.name) row.prop(blueprint.collection, "always_export") if blueprint.local: select_blueprint = row.operator(operator="blueprint.select", text="", icon="RESTRICT_SELECT_OFF") if blueprint.collection and blueprint.collection.name: select_blueprint.blueprint_collection_name = blueprint.collection.name select_blueprint.blueprint_scene_name = blueprint.scene.name user_assets = get_user_assets(blueprint.collection) draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name) else: assets = get_user_assets(blueprint.collection) draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False) row.label(text="External")