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o3de/Gems/EMotionFX/Code/Include/Integration/AnimGraphNetworkingBus.h
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2021-04-23 09:43:40 -07:00

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