/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include "StandaloneTools_precompiled.h" #include #include "LUABreakpointTrackerMessages.h" namespace LUAEditor { void Breakpoint::Reflect(AZ::ReflectContext* reflection) { // reflect data for script, serialization, editing... AZ::SerializeContext* serializeContext = azrtti_cast(reflection); if (serializeContext) { serializeContext->Class() ->Version(3) ->Field("m_breakpointId", &Breakpoint::m_breakpointId) ->Field("m_assetId", &Breakpoint::m_assetId) ->Field("m_documentLine", &Breakpoint::m_documentLine) ->Field("m_assetName", &Breakpoint::m_assetName) ; } } void Breakpoint::RepurposeToNewOwner(const AZStd::string& newAssetName, const AZStd::string& newAssetId) { m_assetName = newAssetName; m_assetId = newAssetId; } }