/* * 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 * */ #pragma once #include #include namespace EMotionFX { class MotionInstance; namespace Integration { class SimpleMotionComponentRequests : public AZ::ComponentBus { public: static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single; virtual void LoopMotion(bool enable) = 0; virtual bool GetLoopMotion() const = 0; virtual void RetargetMotion(bool enable) = 0; virtual void ReverseMotion(bool enable) = 0; virtual void MirrorMotion(bool enable) = 0; virtual void SetPlaySpeed(float speed) = 0; virtual float GetPlaySpeed() const = 0; virtual void PlayTime(float time) = 0; virtual float GetPlayTime() const = 0; virtual void Motion(AZ::Data::AssetId assetId) = 0; virtual AZ::Data::AssetId GetMotion() const = 0; virtual void BlendInTime(float time) = 0; virtual float GetBlendInTime() const = 0; virtual void BlendOutTime(float time) = 0; virtual float GetBlendOutTime() const = 0; virtual void PlayMotion() = 0; }; using SimpleMotionComponentRequestBus = AZ::EBus; } }