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Add named animation EnumProperty

Adds a needed animation picker for new named animations for the Python script texture node. Code borrowed from node_messages.py
pull/299/head
Patrick Dulebohn 3 years ago committed by Adam Johnson
parent
commit
ca856e5ee7
Signed by: Hoikas
GPG Key ID: 0B6515D6FF6F271E
  1. 36
      korman/nodes/node_python.py

36
korman/nodes/node_python.py

@ -852,6 +852,34 @@ class PlasmaAttribTextureNode(idprops.IDPropMixin, PlasmaAttribNodeBase, bpy.typ
else:
return True
# Blender memory workaround
_ENTIRE_ANIMATION = "(Entire Animation)"
def _get_anim_names(self, context):
if self.anim_type == "TEXTURE":
if self.target_texture is not None:
items = [(anim.animation_name, anim.animation_name, "")
for anim in self.target_texture.plasma_layer.subanimations]
elif self.target_material is not None or self.target_object is not None:
if self.target_material is None:
materials = (i.material for i in self.target_object.material_slots if i and i.material)
else:
materials = (self.target_material,)
layer_props = (i.texture.plasma_layer for mat in materials for i in mat.texture_slots if i and i.texture)
all_anims = frozenset((anim.animation_name for i in layer_props for anim in i.subanimations))
items = [(i, i, "") for i in all_anims]
else:
items = [(PlasmaAnimCmdMsgNode._ENTIRE_ANIMATION, PlasmaAnimCmdMsgNode._ENTIRE_ANIMATION, "")]
else:
raise RuntimeError()
# We always want "(Entire Animation)", if it exists, to be the first item.
entire = items.index((PlasmaAnimCmdMsgNode._ENTIRE_ANIMATION, PlasmaAnimCmdMsgNode._ENTIRE_ANIMATION, ""))
if entire not in (-1, 0):
items.pop(entire)
items.insert(0, (PlasmaAnimCmdMsgNode._ENTIRE_ANIMATION, PlasmaAnimCmdMsgNode._ENTIRE_ANIMATION, ""))
return items
target_object = PointerProperty(name="Object",
description="",
type=bpy.types.Object,
@ -864,6 +892,10 @@ class PlasmaAttribTextureNode(idprops.IDPropMixin, PlasmaAttribNodeBase, bpy.typ
description="Texture to expose to Python",
type=bpy.types.Texture,
poll=_poll_texture)
anim_name = EnumProperty(name="Animation",
description="Name of the animation to control",
items=_get_anim_names,
options=set())
def init(self, context):
super().init(context)
@ -881,10 +913,14 @@ class PlasmaAttribTextureNode(idprops.IDPropMixin, PlasmaAttribNodeBase, bpy.typ
if not frozenset(self.texture.users_material) & frozenset(iter_materials()):
layout.label("The selected texture is not on a material linked to the target object.", icon="ERROR")
layout.alert = True
if self.anim_name is None:
layout.label("The selected texture has no animation data.", icon="ERROR")
layout.alert = True
layout.prop(self, "target_object")
layout.prop(self, "material")
layout.prop(self, "texture")
layout.prop(self, "anim_name")
def get_key(self, exporter, so):
if not any((self.target_object, self.material, self.texture)):

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