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o3de/Gems/PhysX/Code/Source/PhysXCharacters/Components/EditorCharacterGameplayComp...

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C++

/*
* 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 <PhysXCharacters/Components/EditorCharacterGameplayComponent.h>
#include <AzCore/Serialization/EditContext.h>
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<AZ::SerializeContext*>(context))
{
serializeContext->Class<EditorCharacterGameplayComponent, EditorComponentBase>()
->Version(1)
->Field("GameplayConfig", &EditorCharacterGameplayComponent::m_gameplayConfig)
;
if (auto editContext = serializeContext->GetEditContext())
{
editContext->Class<EditorCharacterGameplayComponent>(
"PhysX Character Gameplay", "PhysX Character Gameplay")
->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/PhysXCharacter.svg")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
->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<CharacterGameplayComponent>(m_gameplayConfig);
}
} // namespace PhysX