mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-23 04:10:53 +00:00
006e3c16f7
* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely * overhauled UI to make use of this : also means names & paths are editable after the fact * overhauled testing asset hierarchy scan accordingly * added expertimental export of bevy_asset_loader compatible asset.ron files per level * related tweaks & additions
30 lines
1.1 KiB
Python
30 lines
1.1 KiB
Python
import json
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def get_user_assets(scene_or_collection):
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user_assets = getattr(scene_or_collection, 'user_assets', [])
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return user_assets
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def get_generated_assets(scene_or_collection):
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generated_assets = []
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return generated_assets
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def get_user_assets_as_list(scene_or_collection):
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raw = get_user_assets(scene_or_collection)
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result = []
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for asset in raw:
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result.append({"name": asset.name, "path": asset.path, "type": "MODEL", "internal": False, "parent": None})
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return result
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def upsert_asset(scene_or_collection, asset):
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new_asset = scene_or_collection.user_assets.add()
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new_asset.name = asset["name"]
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new_asset.path = asset["path"]
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def remove_asset(scene_or_collection, asset):
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scene_or_collection.user_assets.remove(scene_or_collection.user_assets.find(asset["path"]))
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def does_asset_exist(scene_or_collection, ref_asset):
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user_assets = getattr(scene_or_collection, 'user_assets', [])
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in_list = [asset for asset in user_assets if (asset.path == ref_asset["path"])]
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in_list = len(in_list) > 0
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return in_list |