def execute(self, context): bpy.ops.object.game_property_move( index=self.index, direction=self.direction ) bge_netlogic.update_current_tree_code() return {'FINISHED'}
def execute(self, context): current_status = self.current_status new_status = not current_status tree_name = self.tree_name scene = context.scene updated_objects = [ob for ob in scene.objects if ob.select and bge_netlogic.utilities.object_has_treeitem_for_treename(ob, tree_name)] for ob in updated_objects: bge_netlogic.utilities.set_network_initial_status_key(ob, tree_name, new_status) bge_netlogic.update_current_tree_code() return {'FINISHED'}
def execute(self, context): bpy.ops.logic.python_component_register() bge_netlogic.update_current_tree_code() return {'FINISHED'}
def execute(self, context): bpy.ops.object.game_property_new() print(context) bge_netlogic.update_current_tree_code() return {'FINISHED'}
def update_tree_code(self, context): bge_netlogic.update_current_tree_code()
def update(self): bge_netlogic.update_current_tree_code()
def update(self): if not getattr(bpy.context.scene.logic_node_settings, 'auto_compile'): return bge_netlogic.update_current_tree_code()