Bases: InventoryAction
Delete all the assets that are not used in any level.
Source code in client/ayon_unreal/plugins/inventory/delete_unused_assets.py
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66 | class DeleteUnusedAssets(InventoryAction):
"""Delete all the assets that are not used in any level.
"""
label = "Delete Unused Assets"
icon = "trash"
color = "red"
order = 1
dialog = None
def _delete_unused_assets(self, containers):
allowed_families = ["model", "rig"]
for container in containers:
container_dir = container.get("namespace")
if container.get("family") not in allowed_families:
unreal.log_warning(
f"Container {container_dir} is not supported.")
continue
asset_content = unreal.EditorAssetLibrary.list_assets(
container_dir, recursive=True, include_folder=False
)
delete_asset_if_unused(container, asset_content)
def _show_confirmation_dialog(self, containers):
from qtpy import QtCore
from ayon_core.tools.utils import SimplePopup
from ayon_core.style import load_stylesheet
dialog = SimplePopup()
dialog.setWindowFlags(
QtCore.Qt.Window
| QtCore.Qt.WindowStaysOnTopHint
)
dialog.setFocusPolicy(QtCore.Qt.StrongFocus)
dialog.setWindowTitle("Delete all unused assets")
dialog.set_message(
"You are about to delete all the assets in the project that \n"
"are not used in any level. Are you sure you want to continue?"
)
dialog.set_button_text("Delete")
dialog.on_clicked.connect(
lambda: self._delete_unused_assets(containers)
)
dialog.show()
dialog.raise_()
dialog.activateWindow()
dialog.setStyleSheet(load_stylesheet())
self.dialog = dialog
def process(self, containers):
with qt_app_context():
self._show_confirmation_dialog(containers)
|