Minor refactor

This commit is contained in:
Simone Barbieri 2023-05-29 11:50:56 +01:00
parent b5827e8cdf
commit a4fd3c7c6d

View file

@ -89,10 +89,7 @@ class CameraLoader(plugin.Loader):
hierarchy_dir_list.append(hierarchy_dir) hierarchy_dir_list.append(hierarchy_dir)
asset = context.get('asset').get('name') asset = context.get('asset').get('name')
suffix = "_CON" suffix = "_CON"
if asset: asset_name = f"{asset}_{name}" if asset else f"{name}"
asset_name = "{}_{}".format(asset, name)
else:
asset_name = "{}".format(name)
tools = unreal.AssetToolsHelpers().get_asset_tools() tools = unreal.AssetToolsHelpers().get_asset_tools()
@ -106,23 +103,15 @@ class CameraLoader(plugin.Loader):
# Get highest number to make a unique name # Get highest number to make a unique name
folders = [a for a in asset_content folders = [a for a in asset_content
if a[-1] == "/" and f"{name}_" in a] if a[-1] == "/" and f"{name}_" in a]
f_numbers = [] # Get number from folder name. Splits the string by "_" and
for f in folders: # removes the last element (which is a "/").
# Get number from folder name. Splits the string by "_" and f_numbers = [int(f.split("_")[-1][:-1]) for f in folders]
# removes the last element (which is a "/").
f_numbers.append(int(f.split("_")[-1][:-1]))
f_numbers.sort() f_numbers.sort()
if not f_numbers: unique_number = f_numbers[-1] + 1 if f_numbers else 1
unique_number = 1
else:
unique_number = f_numbers[-1] + 1
asset_dir, container_name = tools.create_unique_asset_name( asset_dir, container_name = tools.create_unique_asset_name(
f"{hierarchy_dir}/{asset}/{name}_{unique_number:02d}", suffix="") f"{hierarchy_dir}/{asset}/{name}_{unique_number:02d}", suffix="")
asset_path = Path(asset_dir)
asset_path_parent = str(asset_path.parent.as_posix())
container_name += suffix container_name += suffix
EditorAssetLibrary.make_directory(asset_dir) EditorAssetLibrary.make_directory(asset_dir)
@ -163,17 +152,17 @@ class CameraLoader(plugin.Loader):
asset).get_class().get_name() == 'LevelSequence' asset).get_class().get_name() == 'LevelSequence'
] ]
if not existing_sequences: if existing_sequences:
for seq in existing_sequences:
sequences.append(seq.get_asset())
frame_ranges.append((
seq.get_asset().get_playback_start(),
seq.get_asset().get_playback_end()))
else:
sequence, frame_range = generate_sequence(h, h_dir) sequence, frame_range = generate_sequence(h, h_dir)
sequences.append(sequence) sequences.append(sequence)
frame_ranges.append(frame_range) frame_ranges.append(frame_range)
else:
for e in existing_sequences:
sequences.append(e.get_asset())
frame_ranges.append((
e.get_asset().get_playback_start(),
e.get_asset().get_playback_end()))
EditorAssetLibrary.make_directory(asset_dir) EditorAssetLibrary.make_directory(asset_dir)
@ -252,8 +241,7 @@ class CameraLoader(plugin.Loader):
"parent": context["representation"]["parent"], "parent": context["representation"]["parent"],
"family": context["representation"]["context"]["family"] "family": context["representation"]["context"]["family"]
} }
imprint( imprint(f"{asset_dir}/{container_name}", data)
"{}/{}".format(asset_dir, container_name), data)
EditorLevelLibrary.save_all_dirty_levels() EditorLevelLibrary.save_all_dirty_levels()
EditorLevelLibrary.load_level(master_level) EditorLevelLibrary.load_level(master_level)
@ -415,8 +403,7 @@ class CameraLoader(plugin.Loader):
"representation": str(representation["_id"]), "representation": str(representation["_id"]),
"parent": str(representation["parent"]) "parent": str(representation["parent"])
} }
imprint( imprint(f"{asset_dir}/{container.get('container_name')}", data)
"{}/{}".format(asset_dir, container.get('container_name')), data)
EditorLevelLibrary.save_current_level() EditorLevelLibrary.save_current_level()
@ -514,10 +501,8 @@ class CameraLoader(plugin.Loader):
break break
sequences.append(ss.get_sequence()) sequences.append(ss.get_sequence())
# Update subscenes indexes. # Update subscenes indexes.
i = 0 for i, ss in enumerate(sections):
for ss in sections:
ss.set_row_index(i) ss.set_row_index(i)
i += 1
if visibility_track: if visibility_track:
sections = visibility_track.get_sections() sections = visibility_track.get_sections()