47 lines
1.8 KiB
C++
47 lines
1.8 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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#pragma once
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#include <AzCore/EBus/EBus.h>
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#include <AzCore/Component/ComponentBus.h>
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namespace EMotionFX
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{
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using NodeIndexContainer = AZStd::vector<AZ::u32>;
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using MotionPlayTimeEntry = AZStd::pair<AZ::u32, float>;
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using MotionNodePlaytimeContainer = AZStd::vector<MotionPlayTimeEntry>;
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// Networking request bus
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class AnimGraphComponentNetworkRequests
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: public AZ::ComponentBus
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{
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public:
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
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virtual bool IsAssetReady() const = 0;
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virtual bool HasSnapshot() const = 0;
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virtual void CreateSnapshot(bool isAuthoritative) = 0;
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virtual void SetActiveStates(const NodeIndexContainer& activeStates) = 0;
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virtual const NodeIndexContainer& GetActiveStates() const = 0;
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virtual void SetMotionPlaytimes(const MotionNodePlaytimeContainer& motionNodePlaytimes) = 0;
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virtual const MotionNodePlaytimeContainer& GetMotionPlaytimes() const = 0;
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virtual void UpdateActorExternal(float deltatime) = 0;
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virtual void SetNetworkRandomSeed(AZ::u64 seed) = 0;
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virtual AZ::u64 GetNetworkRandomSeed() const = 0;
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};
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using AnimGraphComponentNetworkRequestBus = AZ::EBus<AnimGraphComponentNetworkRequests>;
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}
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