def execute(self, context):
     bpy.ops.object.game_property_move(
         index=self.index,
         direction=self.direction
     )
     bge_netlogic.update_current_tree_code()
     return {'FINISHED'}
Exemplo n.º 2
0
 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'}	
Exemplo n.º 3
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 def execute(self, context):
     bpy.ops.logic.python_component_register()
     bge_netlogic.update_current_tree_code()
     return {'FINISHED'}
Exemplo n.º 4
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 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()
Exemplo n.º 7
0
 def update(self):
     if not getattr(bpy.context.scene.logic_node_settings, 'auto_compile'):
         return
     bge_netlogic.update_current_tree_code()