Blender_bevy_components_wor.../tools/blenvy/assets/asset_helpers.py
kaosat.dev 006e3c16f7 feat(blenvy): split up user added assets from generated assets
* 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
2024-05-16 14:09:40 +02:00

30 lines
1.1 KiB
Python

import json
def get_user_assets(scene_or_collection):
user_assets = getattr(scene_or_collection, 'user_assets', [])
return user_assets
def get_generated_assets(scene_or_collection):
generated_assets = []
return generated_assets
def get_user_assets_as_list(scene_or_collection):
raw = get_user_assets(scene_or_collection)
result = []
for asset in raw:
result.append({"name": asset.name, "path": asset.path, "type": "MODEL", "internal": False, "parent": None})
return result
def upsert_asset(scene_or_collection, asset):
new_asset = scene_or_collection.user_assets.add()
new_asset.name = asset["name"]
new_asset.path = asset["path"]
def remove_asset(scene_or_collection, asset):
scene_or_collection.user_assets.remove(scene_or_collection.user_assets.find(asset["path"]))
def does_asset_exist(scene_or_collection, ref_asset):
user_assets = getattr(scene_or_collection, 'user_assets', [])
in_list = [asset for asset in user_assets if (asset.path == ref_asset["path"])]
in_list = len(in_list) > 0
return in_list