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49 lines
2.0 KiB
C++
49 lines
2.0 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include "WhiteBox_precompiled.h"
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#include "WhiteBoxMaterial.h"
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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namespace WhiteBox
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{
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void WhiteBoxMaterial::Reflect(AZ::ReflectContext* context)
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{
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<WhiteBoxMaterial>()
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->Version(1)
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->Field("Tint", &WhiteBoxMaterial::m_tint)
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->Field("UseTexture", &WhiteBoxMaterial::m_useTexture)
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->Field("Visible", &WhiteBoxMaterial::m_visible);
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if (AZ::EditContext* editContext = serializeContext->GetEditContext())
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{
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editContext->Class<WhiteBoxMaterial>("White Box Material", "White Box material editing")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->DataElement(
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AZ::Edit::UIHandlers::Color, &WhiteBoxMaterial::m_tint, "Tint",
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"The tint colour to use for the material.")
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->DataElement(
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AZ::Edit::UIHandlers::CheckBox, &WhiteBoxMaterial::m_useTexture, "Use Texture",
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"Use the material's texture.")
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->DataElement(
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AZ::Edit::UIHandlers::CheckBox, &WhiteBoxMaterial::m_visible, "Visible",
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"Material is visible in game mode.");
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}
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}
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}
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} // namespace WhiteBox
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