/* * 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 #include namespace PhysX { void EditorCharacterGameplayComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) { provided.push_back(AZ_CRC("PhysXCharacterGameplayService", 0xfacd7876)); } void EditorCharacterGameplayComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) { incompatible.push_back(AZ_CRC("PhysXCharacterGameplayService", 0xfacd7876)); incompatible.push_back(AZ_CRC_CE("NonUniformScaleService")); } void EditorCharacterGameplayComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) { required.push_back(AZ_CRC("PhysXCharacterControllerService", 0x428de4fa)); } void EditorCharacterGameplayComponent::GetDependentServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& dependent) { } void EditorCharacterGameplayComponent::Reflect(AZ::ReflectContext* context) { if (auto serializeContext = azrtti_cast(context)) { serializeContext->Class() ->Version(1) ->Field("GameplayConfig", &EditorCharacterGameplayComponent::m_gameplayConfig) ; if (auto editContext = serializeContext->GetEditContext()) { editContext->Class( "PhysX Character Gameplay", "An example implementation of character physics behavior such as gravity.") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::Category, "PhysX") ->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/PhysXCharacter.svg") ->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/PhysXCharacter.svg") ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c)) ->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://o3de.org/docs/user-guide/components/reference/physx/character-gameplay/") ->DataElement(AZ::Edit::UIHandlers::Default, &EditorCharacterGameplayComponent::m_gameplayConfig, "Gameplay Configuration", "Gameplay Configuration.") ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ; } } } void EditorCharacterGameplayComponent::Activate() { } void EditorCharacterGameplayComponent::Deactivate() { } // EditorComponentBase void EditorCharacterGameplayComponent::BuildGameEntity(AZ::Entity* gameEntity) { gameEntity->CreateComponent(m_gameplayConfig); } } // namespace PhysX