import bpy from ..functions.translations import t, get_languages_list, update_language from ..core.register import register_property from bpy.types import Scene, Object, Material, Context from bpy.props import BoolProperty, EnumProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty from ..core.addon_preferences import get_preference from ..core.common import SceneMatClass, MaterialListBool, get_armatures, get_mesh_items def register() -> None: default_language = get_preference("language", 0) register_property((bpy.types.Scene, "avatar_toolkit_language", bpy.props.EnumProperty( name=t("Settings.language.label", "Language"), description=t("Settings.language.desc", "Select the language for the addon"), items=get_languages_list, default=default_language, update=update_language ))) register_property((bpy.types.Scene, "selected_mesh", bpy.props.EnumProperty( items=get_mesh_items, name=t("VisemePanel.selected_mesh.label"), description=t("VisemePanel.selected_mesh.desc") ))) register_property((bpy.types.Scene, "merge_armature_source", bpy.props.EnumProperty( items=get_armatures, name=t("MergeArmatures.selected_armature.label"), description=t("MergeArmatures.selected_armature.label") ))) register_property((bpy.types.Scene, "avatar_toolkit_language_changed", bpy.props.BoolProperty(default=False))) register_property((bpy.types.Scene, "avatar_toolkit_progress_steps", bpy.props.IntProperty(default=0))) register_property((bpy.types.Scene, "avatar_toolkit_progress_current", bpy.props.IntProperty(default=0))) register_property((bpy.types.Scene, "avatar_toolkit_mouth_a", bpy.props.StringProperty( name=t("VisemePanel.mouth_a.label"), description=t("VisemePanel.mouth_a.desc") ))) register_property((bpy.types.Scene, "avatar_toolkit_mouth_o", bpy.props.StringProperty( name=t("VisemePanel.mouth_o.label"), description=t("VisemePanel.mouth_o.desc") ))) register_property((bpy.types.Scene, "avatar_toolkit_mouth_ch", bpy.props.StringProperty( name=t("VisemePanel.mouth_ch.label"), description=t("VisemePanel.mouth_ch.desc") ))) register_property((bpy.types.Scene, "avatar_toolkit_shape_intensity", bpy.props.FloatProperty( name=t("VisemePanel.shape_intensity"), description=t("VisemePanel.shape_intensity_desc"), default=1.0, min=0.0, max=2.0 ))) register_property((bpy.types.Scene, "selected_armature", bpy.props.EnumProperty( items=get_armatures, name=t("Quick_Access.selected_armature.label"), description=t("Quick_Access.selected_armature.desc") ))) #happy with how compressed this get_texture_node_list method is - @989onan def get_texture_node_list(self: Material, context: Context) -> list[set[3]]: if self.use_nodes: Object.Enum = [((i.image.name if i.image else i.name+"_image"),(i.image.name if i.image else "node with no image..."),(i.image.name if i.image else i.name),index+1) for index,i in enumerate(self.node_tree.nodes) if i.bl_idname == "ShaderNodeTexImage"] if not len(Object.Enum): Object.Enum = [(t("TextureAtlas.error.label"), t("TextureAtlas.no_images_error.desc") , t("TextureAtlas.error.label"), 0)] else: Object.Enum = [(t("TextureAtlas.error.label"), t("TextureAtlas.no_nodes_error.desc"), t("TextureAtlas.error.label"), 0)] Object.Enum.append((t("TextureAtlas.none.label"), t("TextureAtlas.none.label"), t("TextureAtlas.none.label"), 0)) return Object.Enum register_property((Material, "texture_atlas_albedo", EnumProperty( name=t("TextureAtlas.albedo"), description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.albedo").lower()), default=0, items=get_texture_node_list))) register_property((Material, "texture_atlas_normal", EnumProperty( name=t("TextureAtlas.normal"), description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.normal").lower()), default=0, items=get_texture_node_list))) register_property((Material, "texture_atlas_emission", EnumProperty( name=t("TextureAtlas.emission"), description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.emission").lower()), default=0, items=get_texture_node_list))) register_property((Material, "texture_atlas_ambient_occlusion", EnumProperty( name=t("TextureAtlas.ambient_occlusion"), description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.ambient_occlusion").lower()), default=0, items=get_texture_node_list))) register_property((Material, "texture_atlas_height", EnumProperty( name=t("TextureAtlas.height"), description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.height").lower()), default=0, items=get_texture_node_list))) register_property((Material, "texture_atlas_roughness", EnumProperty( name=t("TextureAtlas.roughness"), description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.roughness").lower()), default=0, items=get_texture_node_list))) register_property((Scene, "texture_atlas_material_index", IntProperty( default=-1, get=(lambda self : -1), set=(lambda self,context : None)))) register_property((Scene, "materials", CollectionProperty(type=SceneMatClass))) register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty( default=False, get=MaterialListBool.get_bool, set=MaterialListBool.set_bool))) def unregister() -> None: #if you register properties with register_property then you shouldn't need this function. pass