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Update Logic Modifiers to ID props

pull/56/head
Adam Johnson 8 years ago
parent
commit
9ec511493a
Signed by: Hoikas
GPG Key ID: 0B6515D6FF6F271E
  1. 29
      korman/properties/modifiers/logic.py
  2. 2
      korman/ui/modifiers/logic.py

29
korman/properties/modifiers/logic.py

@ -19,29 +19,31 @@ from PyHSPlasma import *
from .base import PlasmaModifierProperties
from ...exporter import ExportError
from ... import idprops
game_versions = [("pvPrime", "Ages Beyond Myst (63.11)", "Targets the original Uru (Live) game"),
("pvPots", "Path of the Shell (63.12)", "Targets the most recent offline expansion pack"),
("pvMoul", "Myst Online: Uru Live (70)", "Targets the most recent online game")]
class PlasmaVersionedNodeTree(bpy.types.PropertyGroup):
class PlasmaVersionedNodeTree(idprops.IDPropMixin, bpy.types.PropertyGroup):
name = StringProperty(name="Name")
version = EnumProperty(name="Version",
description="Plasma versions this node tree exports under",
items=game_versions,
options={"ENUM_FLAG"},
default=set(list(zip(*game_versions))[0]))
node_tree_name = StringProperty(name="Node Tree",
description="Node Tree to export")
node_tree = PointerProperty(name="Node Tree",
description="Node Tree to export",
type=bpy.types.NodeTree)
node_name = StringProperty(name="Node Ref",
description="Attach a reference to this node")
@property
def node_tree(self):
try:
return bpy.data.node_groups[self.node_tree_name]
except KeyError:
raise ExportError("Node Tree '{}' does not exist!".format(self.node_tree_name))
@classmethod
def _idprop_mapping(cls):
return {"node_tree": "node_tree_name"}
def _idprop_sources(self):
return {"node_tree_name": bpy.data.node_groups}
class PlasmaAdvancedLogic(PlasmaModifierProperties):
@ -60,19 +62,22 @@ class PlasmaAdvancedLogic(PlasmaModifierProperties):
for i in self.logic_groups:
our_versions = [globals()[j] for j in i.version]
if version in our_versions:
if i.node_tree is None:
raise ExportError("'{}': Advanced Logic is missing a node tree for '{}'".format(bo.name, i.version))
# If node_name is defined, then we're only adding a reference. We will make sure that
# the entire node tree is exported once before the post_export step, however.
if i.node_name:
exporter.want_node_trees[i.node_tree_name] = (bo, so)
exporter.want_node_trees[i.node_tree.name] = (bo, so)
node = i.node_tree.nodes.get(i.node_name, None)
if node is None:
raise ExportError("Node '{}' does not exist in '{}'".format(i.node_name, i.node_tree_name))
raise ExportError("Node '{}' does not exist in '{}'".format(i.node_name, i.node_tree.name))
# We are going to assume get_key will do the adding correctly. Single modifiers
# should fetch the appropriate SceneObject before doing anything, so this will
# be a no-op in that case. Multi modifiers should accept any SceneObject, however
node.get_key(exporter, so)
else:
exporter.node_trees_exported.add(i.node_tree_name)
exporter.node_trees_exported.add(i.node_tree.name)
i.node_tree.export(exporter, bo, so)
def harvest_actors(self):

2
korman/ui/modifiers/logic.py

@ -39,7 +39,7 @@ def advanced_logic(modifier, layout, context):
if modifier.logic_groups:
logic = modifier.logic_groups[modifier.active_group_index]
layout.row().prop_menu_enum(logic, "version")
layout.prop_search(logic, "node_tree_name", bpy.data, "node_groups", icon="NODETREE")
layout.prop(logic, "node_tree", icon="NODETREE")
try:
layout.prop_search(logic, "node_name", logic.node_tree, "nodes", icon="NODE")
except:

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