def generate_fixture_asset_type(self): self.asset_type = EntityType.create(name="Props") self.asset_type_props = self.asset_type self.shot_type = EntityType.create(name="Shot") self.sequence_type = EntityType.create(name="Sequence") self.episode_type = EntityType.create(name="Episode") self.scene_type = EntityType.create(name="Scene")
def get_entity_type_by_name(name): """ Return entity type maching *name*. If it doesn't exist, it creates it. """ entity_type = EntityType.get_by(name=name) if entity_type is None: entity_type = EntityType.create(name=name) return entity_type.serialize()
def get_or_create_asset_type(name): """ For a given name, get matching asset type. Create if it does not exist. """ asset_type = EntityType.get_by(name=name) if asset_type is None: asset_type = EntityType.create(name=name) return asset_type.serialize(obj_type="AssetType")
def get_or_create_asset_type(name): """ For a given name, get matching asset type. Create if it does not exist. """ asset_type = EntityType.get_by(name=name) if asset_type is None: asset_type = EntityType.create(name=name) clear_asset_type_cache() events.emit( "asset-type:new", {"name": asset_type.name, "id": asset_type.id} ) return asset_type.serialize(obj_type="AssetType")
def generate_fixture_asset_types(self): self.asset_type_character = EntityType.create(name="Character") self.asset_type_environment = EntityType.create(name="Environment") self.asset_type_camera = EntityType.create(name="Camera")
def save_asset_type(asset_type_name): asset_type = EntityType.get_by(name=asset_type_name) if asset_type is None: asset_type = EntityType.create(name=asset_type_name) return asset_type.serialize(obj_type="AssetType")
def get_entity_type(name): entity_type = EntityType.get_by(name=name) if entity_type is None: entity_type = EntityType.create(name=name) return entity_type.serialize()