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37 lines
1.2 KiB
C++
37 lines
1.2 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/Component/ComponentBus.h>
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// Forward declarations
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class ISprite;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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class UiAnimateEntityInterface
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: public AZ::ComponentBus
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{
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public: // member functions
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virtual ~UiAnimateEntityInterface() {}
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//! Called when the animation system has updated the data members of an entity's components
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virtual void PropertyValuesChanged() = 0;
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public: // static member data
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//! More than one component on a entity can implement the events
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
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};
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typedef AZ::EBus<UiAnimateEntityInterface> UiAnimateEntityBus;
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