def generate_fixture_task_type(self): self.task_type = TaskType.create(name="Shaders", short_name="shd", color="#FFFFFF", department_id=self.department.id) self.task_type_animation = TaskType.create( name="Animation", short_name="anim", color="#FFFFFF", department_id=self.department_animation.id)
def get_or_create_task_type( department, name, color="#888888", priority=1, for_shots=False, for_entity="Asset", short_name="", shotgun_id=None, ): """ Create a new task type if it doesn't exist. If it exists, it returns the type from database. """ task_type = TaskType.get_by(name=name) if task_type is None: task_type = TaskType.create( name=name, short_name=short_name, department_id=department["id"], color=color, priority=priority, for_shots=for_shots, shotgun_id=shotgun_id, ) events.emit("task_type:new", {"task_type_id": task_type.id}) return task_type.serialize()
def generate_fixture_task_type(self): self.task_type = TaskType.create( name="Shaders", short_name="shd", color="#FFFFFF", for_entity="Asset", department_id=self.department.id, ) self.task_type_concept = TaskType.create( name="Concept", short_name="cpt", color="#FFFFFF", for_entity="Asset", department_id=self.department.id, ) self.task_type_modeling = TaskType.create( name="Modeling", short_name="mdl", color="#FFFFFF", for_entity="Asset", department_id=self.department.id, ) self.task_type_animation = TaskType.create( name="Animation", short_name="anim", color="#FFFFFF", for_entity="Shot", department_id=self.department_animation.id, ) self.task_type_layout = TaskType.create( name="Layout", short_name="layout", color="#FFFFFF", for_entity="Shot", department_id=self.department_animation.id, ) self.task_type_edit = TaskType.create( name="Edit", short_name="edit", color="#FFFFFF", for_entity="Edit", )