Asset Pipeline v2 #145
@ -16,16 +16,17 @@ ATTRIBUTE_KEY = "ATTRIBUTE"
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PARENT_KEY = "PARENT"
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PARENT_KEY = "PARENT"
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# Information about supported transferable data.
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# Information about supported transferable data.
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# {Key string : ("UI Name", 'ICON')}
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# UI Bools are defined in props.py file
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# {Key string : ("UI Name", 'ICON', "UI_BOOL_KEY")}
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TRANSFER_DATA_TYPES = {
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TRANSFER_DATA_TYPES = {
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NONE_KEY: ("None", "BLANK1"),
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NONE_KEY: ("None", "BLANK1", 'none'),
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VERTEX_GROUP_KEY: ("Vertex Groups", 'GROUP_VERTEX'),
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VERTEX_GROUP_KEY: ("Vertex Groups", 'GROUP_VERTEX', 'group_vertex_ui_bool'),
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MODIFIER_KEY: ("Modifiers", 'MODIFIER'),
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MODIFIER_KEY: ("Modifiers", 'MODIFIER', 'modifier_ui_bool'),
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CONSTRAINT_KEY: ("Constraints", 'CONSTRAINT'),
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CONSTRAINT_KEY: ("Constraints", 'CONSTRAINT', 'constraint_ui_bool'),
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MATERIAL_SLOT_KEY: ("Materials", 'MATERIAL'),
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MATERIAL_SLOT_KEY: ("Materials", 'MATERIAL', 'material_ui_bool'),
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SHAPE_KEY_KEY: ("Shape Keys", 'SHAPEKEY_DATA'),
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SHAPE_KEY_KEY: ("Shape Keys", 'SHAPEKEY_DATA', 'shapekey_ui_bool'),
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ATTRIBUTE_KEY: ("Attributes", 'EVENT_A'),
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ATTRIBUTE_KEY: ("Attributes", 'EVENT_A', 'attribute_ui_bool'),
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PARENT_KEY: ("Parent", 'FILE_PARENT'),
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PARENT_KEY: ("Parent", 'FILE_PARENT', 'file_parent_ui_bool'),
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}
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}
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# Convert it to the format that EnumProperty.items wants:
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# Convert it to the format that EnumProperty.items wants:
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@ -10,17 +10,17 @@ def draw_transfer_data_type(
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asset_pipe = bpy.context.scene.asset_pipeline
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asset_pipe = bpy.context.scene.asset_pipeline
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if transfer_data == []:
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if transfer_data == []:
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return
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return
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name, icon = constants.TRANSFER_DATA_TYPES[transfer_data[0].type]
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name, icon, ui_bool = constants.TRANSFER_DATA_TYPES[transfer_data[0].type]
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box = layout.box()
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box = layout.box()
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row = box.row()
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row = box.row()
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row.prop(
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row.prop(
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asset_pipe,
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asset_pipe,
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f"{icon}_BOOL",
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ui_bool,
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icon=icon,
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icon=icon,
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text="",
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text="",
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)
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)
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row.label(text=name)
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row.label(text=name)
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if not bool(asset_pipe.get(f"{icon}_BOOL")):
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if not bool(asset_pipe.get(ui_bool)):
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return
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return
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scene = bpy.context.scene
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scene = bpy.context.scene
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@ -110,20 +110,22 @@ class AssetPipeline(bpy.types.PropertyGroup):
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all_task_layers: bpy.props.CollectionProperty(type=TaskLayerSettings)
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all_task_layers: bpy.props.CollectionProperty(type=TaskLayerSettings)
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local_task_layers: bpy.props.CollectionProperty(type=TaskLayerSettings)
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local_task_layers: bpy.props.CollectionProperty(type=TaskLayerSettings)
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# UI BOOLS
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# UI BOOLS: used to show/hide transfer data elements
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# The names of the bools are the ICON keys for each transfer data type with the name _BOOL appened to it
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# The names are also hard coded in constants.py under TRANSFER_DATA_TYPES
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# TODO See if there is a better way to handle hide/expand panels without creating bools like this
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# any changes will need to be reflected both here and in that enum
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GROUP_VERTEX_BOOL: bpy.props.BoolProperty(
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group_vertex_ui_bool: bpy.props.BoolProperty(
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name="Show/Hide Vertex Groups", default=False
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name="Show/Hide Vertex Groups", default=False
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)
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)
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MODIFIER_BOOL: bpy.props.BoolProperty(name="Show/Hide Modifiers", default=False)
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modifier_ui_bool: bpy.props.BoolProperty(name="Show/Hide Modifiers", default=False)
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CONSTRAINT_BOOL: bpy.props.BoolProperty(name="Show/Hide Constraints", default=False)
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constraint_ui_bool: bpy.props.BoolProperty(
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MATERIAL_BOOL: bpy.props.BoolProperty(name="Show/Hide Materials", default=False)
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name="Show/Hide Constraints", default=False
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SHAPEKEY_DATA_BOOL: bpy.props.BoolProperty(
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name="Show/Hide Shape Keys", default=False
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)
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)
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EVENT_A_BOOL: bpy.props.BoolProperty(name="Show/Hide Attributes", default=False)
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material_ui_bool: bpy.props.BoolProperty(name="Show/Hide Materials", default=False)
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FILE_PARENT_BOOL: bpy.props.BoolProperty(name="Show/Hide Parent", default=False)
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shapekey_ui_bool: bpy.props.BoolProperty(name="Show/Hide Shape Keys", default=False)
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attribute_ui_bool: bpy.props.BoolProperty(
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name="Show/Hide Attributes", default=False
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)
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file_parent_ui_bool: bpy.props.BoolProperty(name="Show/Hide Parent", default=False)
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classes = (
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classes = (
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