/* * 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. * */ #pragma once #include #include namespace PhysX { //! Editor component that allows a PhysX character gameplay component to be edited. class EditorCharacterGameplayComponent : public AzToolsFramework::Components::EditorComponentBase { public: AZ_EDITOR_COMPONENT(EditorCharacterGameplayComponent, "{3BA7C3CB-C471-4230-8EC9-9EC4C529436F}", AzToolsFramework::Components::EditorComponentBase); static void Reflect(AZ::ReflectContext* context); static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible); static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent); EditorCharacterGameplayComponent() = default; protected: // AZ::Component void Activate() override; void Deactivate() override; // EditorComponentBase void BuildGameEntity(AZ::Entity* gameEntity) override; private: CharacterGameplayConfiguration m_gameplayConfig; }; } // namespace PhysX