Maya Python - Using data from UI

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無奈伤痛
無奈伤痛 2020-12-01 20:33

I am working on a scripting program and struggling a bit with the UI. I\'ve made a couple of UIs, all of which seem to work fine individually, but I don\'t know how to use t

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  •  长情又很酷
    2020-12-01 21:01

    You should use Dictionaries :

    myDic = {}
    
    myDic["anyString"] = "Value, String, Tuples,...etc"
    
    print myDic
    

    The good point of using dic is that you won't have to worry about nested variables.

    To demonstrate the power of dictionnaries, I also add a function createWeaponUI().

    If you hit "Continue" with Shotgun selected, it will create a pistol/shotgun UI with createWeaponUI(). You just have to add storedDataDic["weqponYouWant_preset"] for each weapons at the top to generate whatever ui you want. It is easier to read than 50 UI copy/pasted and use 50 if/elif to tell what weapon ui you should use.

    Here is your modified script using dic:

    import maya.cmds as cmds
    from functools import partial
    
    storedDataDic = {}
    storedDataDic["weapon"] = ["Pistol", "Shotgun", "SMG", "Sniper Rifle", "RPG"]
    storedDataDic["weaponSelected"] = storedDataDic["weapon"][0]
    storedDataDic["Shotgun_preset"] = [(1,4,2), (1,50,25)]
    storedDataDic["Pistol_preset"] = [(1,18,2), (1,25,10)]
    
    if (cmds.window("Bullet_Spray_Generator", exists = True)): 
        cmds.deleteUI("Bullet_Spray_Generator")
    if (cmds.window("BSG2", exists = True)): 
        cmds.deleteUI("BSG2")
    
    cmds.select(all=True)
    cmds.delete()
    
    
    
    def goShoot(numOfShots, distToTarget, *pArgs): 
        print "Begin"
        cmds.deleteUI("BSG2")
        createWall()
    
    def cancelShoot(*pArgs):
        print "cancel"
        cmds.deleteUI("Bullet_Spray_Generator")
    
    
    def createWall():
        cmds.select(all=True)
        cmds.delete()
        wall = cmds.polyCube(h=10, w=15, d=1, name='wall')
        cmds.move(0,5,0, 'wall')
    
    
    def createGunUI(gunType, *pArgs):
        if (gunType == 'Pistol'):
            createWeaponUI()
        elif (gunType == 'Shotgun'):
            createWeaponUI()
        elif (gunType == 'SMG'):
            createSMGUI()
        elif (gunType == 'Sniper Rifle'):
            createSniperUI()
        elif (gunType == 'RPG'):
            createRPGUI()
        else:
            print "Something went wrong"
            cancelShoot()
    
    
    
    def createPistolUI():
        cmds.window("Pistol")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=9, value=4, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("Pistol")
    
    def createShotgunUI():
        cmds.window("Shotgun")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=4, value=2, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("Shotgun")
    
    def createSMGUI():
        cmds.window("SMG")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=20, value=4, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("SMG")
    
    def createSniperUI():
        cmds.window("Sniper")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=2, value=2, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("Sniper")
    
    def createRPGUI():
        cmds.window("RPG")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=1, value=1, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("RPG")
    
    
    def printNewMenuItem(item):
        print item
        storedDataDic["weaponSelected"] = item
        return storedDataDic["weaponSelected"]
    
    def ui_refreshSelWeapon(fun, *args):
        createGunUI(storedDataDic["weaponSelected"])
    
    def createUI(): 
        cmds.window("Bullet_Spray_Generator")
        cmds.columnLayout(adjustableColumn=True)
    
        GunSelectCtrl = cmds.optionMenu(label='Gun', changeCommand=printNewMenuItem)
        for i in storedDataDic["weapon"]:
            cmds.menuItem(label=i)
    
        cmds.button(label = "Continue", command = ui_refreshSelWeapon)
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("Bullet_Spray_Generator")
    
    createUI()
    
    
    
    weapon_uiDic = {}
    
    def createWeaponUI():
    
        weaponName = storedDataDic["weaponSelected"]
    
        if cmds.window(weaponName, exists=True):
            cmds.deleteUI(weaponName)
        cmds.window(weaponName)
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
    
    
        nbP= storedDataDic[weaponName + "_preset"][0]
        dcP = storedDataDic[weaponName + "_preset"][1]
    
        weapon_uiDic["NumBulletsCtrl"] = cmds.intSliderGrp(label='Number of Shots',
        minValue=nbP[0], maxValue=nbP[1], value=nbP[2], field=True)
    
        weapon_uiDic["DistCtrl"] = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=dcP[0], maxValue=dcP[1], value=dcP[2], field=True)
    
        weapon_uiDic["fireButton"] = cmds.button(label = "Fire", 
                                                command = lambda *args: goShoot(cmds.intSliderGrp(weapon_uiDic["NumBulletsCtrl"], 
        query=True, value=True), cmds.intSliderGrp(weapon_uiDic["DistCtrl"], query=True, value=True)))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow(weaponName)
    

    ---EDIT---

    I had pistol preset to make it more clear

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