mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +00:00
6f6b813474
* main/library/nothing is now an enumProperty on scenes themselves * main/library scene listing is a dynamic property of the Blenvy core class instead of CollectionProperties * this means that removing / renaming scenes using the normal blender workflow automatically changes things for Blenvy as well ! * overhauled & simplified main/library scenes ui accordingly * same for all the code that needed access to the main/library scenes * added main/library scene NAMES computed property for convenience
61 lines
2.6 KiB
Python
61 lines
2.6 KiB
Python
from types import SimpleNamespace
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import bpy
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from ..assets.asset_helpers import get_generated_assets, get_user_assets
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from ..assets.ui import draw_assets
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from ..blueprints.ui import draw_blueprints
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class Blenvy_levels(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_label = ""
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bl_parent_id = "BLENVY_PT_SidePanel"
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bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'}
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@classmethod
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def poll(cls, context):
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return context.window_manager.blenvy.mode == 'LEVELS'
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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blenvy = context.window_manager.blenvy
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layout.operator(operator="bevyassets.test", text="Generate")
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asset_registry = context.window_manager.assets_registry
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blueprints_registry = context.window_manager.blueprints_registry
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#blueprints_registry.refresh_blueprints()
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blueprints_data = blueprints_registry.blueprints_data
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for scene in blenvy.main_scenes:
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header, panel = layout.box().panel(f"level_assets{scene.name}", default_closed=False)
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if header:
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header.label(text=scene.name)#, icon="HIDE_OFF")
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header.prop(scene, "always_export")
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select_level = header.operator(operator="level.select", text="", icon="RESTRICT_SELECT_OFF")
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select_level.level_name = scene.name
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if panel:
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user_assets = get_user_assets(scene)
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generated_assets = get_generated_assets(scene)
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row = panel.row()
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#row.label(text="row")
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"""col = row.column()
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col.label(text=" ")
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col = row.column()
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col.label(text="col in row 2")
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column = panel.column()
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column.label(text="col")"""
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split = panel.split(factor=0.005)
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col = split.column()
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col.label(text=" ")
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col = split.column()
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scene_assets_panel = draw_assets(layout=col, name=f"{scene.name}_assets", title=f"Assets", asset_registry=asset_registry, user_assets=user_assets, generated_assets=generated_assets, target_type="SCENE", target_name=scene.name)
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scene_blueprints_panel = draw_blueprints(layout=col, name=f"{scene.name}_blueprints", title=f"Blueprints", generated_assets=generated_assets, )
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settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = SimpleNamespace(**settings)
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