More cleanup
- operator strings are referenced via the class property rather than a hard coded string - class names have been cleaned to have _OT_ or _PT_ depending on the kind of class it was. - Class names should mostly be CamelCase now.
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+8
-8
@@ -21,7 +21,7 @@ class SceneMatClass(PropertyGroup):
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register_class(SceneMatClass)
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class material_list_bool:
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class MaterialListBool:
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#For the love that is holy do not ever touch these. If this was java I would make these private
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#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
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#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
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@@ -31,9 +31,9 @@ class material_list_bool:
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bool_material_list_expand: dict[str,bool] = {}
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def set_bool(self, value: bool) -> None:
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material_list_bool.bool_material_list_expand[bpy.context.scene.name] = value
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = value
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if value == False:
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material_list_bool.old_list[bpy.context.scene.name] = []
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MaterialListBool.old_list[bpy.context.scene.name] = []
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def get_bool(self) -> bool:
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newlist: list[Material] = []
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@@ -45,20 +45,20 @@ class material_list_bool:
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newlist.append(mat_slot.material)
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still_the_same: bool = True
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if bpy.context.scene.name in material_list_bool.old_list:
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if bpy.context.scene.name in MaterialListBool.old_list:
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for item in newlist:
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if item not in material_list_bool.old_list[bpy.context.scene.name]:
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if item not in MaterialListBool.old_list[bpy.context.scene.name]:
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still_the_same = False
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break
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for item in material_list_bool.old_list[bpy.context.scene.name]:
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for item in MaterialListBool.old_list[bpy.context.scene.name]:
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if item not in newlist:
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still_the_same = False
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break
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else:
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still_the_same = False
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material_list_bool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
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return material_list_bool.bool_material_list_expand[bpy.context.scene.name]
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return MaterialListBool.bool_material_list_expand[bpy.context.scene.name]
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### Clean up material names in the given mesh by removing the '.001' suffix.
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@@ -9,7 +9,7 @@ from ..functions.translations import t
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@register_wrap
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class ExportResonite(Operator):
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class AvatarToolKit_OT_ExportResonite(Operator):
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bl_idname = 'avatar_toolkit.export_resonite'
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bl_label = t("Importer.export_resonite.label")
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bl_description = t("Importer.export_resonite.desc")
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+3
-3
@@ -4,7 +4,7 @@ from ..core.register import register_property
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from bpy.types import Scene, Object, Material, Context
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from bpy.props import BoolProperty, EnumProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
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from ..core.addon_preferences import get_preference
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from ..core.common import SceneMatClass, material_list_bool, get_armatures, get_mesh_items
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from ..core.common import SceneMatClass, MaterialListBool, get_armatures, get_mesh_items
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def register() -> None:
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default_language = get_preference("language", 0)
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@@ -106,8 +106,8 @@ def register() -> None:
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register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(
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default=False,
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get=material_list_bool.get_bool,
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set=material_list_bool.set_bool)))
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get=MaterialListBool.get_bool,
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set=MaterialListBool.set_bool)))
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def unregister() -> None:
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