/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include "EditorAudioSwitchComponent.h" #include #include namespace LmbrCentral { //========================================================================= void EditorAudioSwitchComponent::Reflect(AZ::ReflectContext* context) { auto serializeContext = azrtti_cast(context); if (serializeContext) { serializeContext->Class() ->Version(1) ->Field("Switch name", &EditorAudioSwitchComponent::m_defaultSwitch) ->Field("State name", &EditorAudioSwitchComponent::m_defaultState) ; if (auto editContext = serializeContext->GetEditContext()) { editContext->Class("Audio Switch", "The Audio Switch component provides basic Audio Translation Layer (ATL) switch functionality to specify the state of an entity") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::Category, "Audio") ->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/AudioSwitch.svg") ->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/AudioSwitch.svg") ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c)) ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://o3de.org/docs/user-guide/components/reference/audio/switch/") ->DataElement("AudioControl", &EditorAudioSwitchComponent::m_defaultSwitch, "Default Switch", "The default ATL Switch to use when Activated") ->DataElement("AudioControl", &EditorAudioSwitchComponent::m_defaultState, "Default State", "The default ATL State to set on the default Switch when Activated") ; } } } //========================================================================= EditorAudioSwitchComponent::EditorAudioSwitchComponent() { m_defaultSwitch.m_propertyType = AzToolsFramework::AudioPropertyType::Switch; m_defaultState.m_propertyType = AzToolsFramework::AudioPropertyType::SwitchState; } //========================================================================= void EditorAudioSwitchComponent::BuildGameEntity(AZ::Entity* gameEntity) { gameEntity->CreateComponent(m_defaultSwitch.m_controlName, m_defaultState.m_controlName); } } // namespace LmbrCentral