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o3de/Gems/EMotionFX/Code/Include/Integration/SimpleMotionComponentBus.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
{
class MotionInstance;
namespace Integration
{
class SimpleMotionComponentRequests
: public AZ::ComponentBus
{
public:
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
virtual void LoopMotion(bool enable) = 0;
virtual bool GetLoopMotion() const = 0;
virtual void RetargetMotion(bool enable) = 0;
virtual void ReverseMotion(bool enable) = 0;
virtual void MirrorMotion(bool enable) = 0;
virtual void SetPlaySpeed(float speed) = 0;
virtual float GetPlaySpeed() const = 0;
virtual void PlayTime(float time) = 0;
virtual float GetPlayTime() const = 0;
virtual void Motion(AZ::Data::AssetId assetId) = 0;
virtual AZ::Data::AssetId GetMotion() const = 0;
virtual void BlendInTime(float time) = 0;
virtual float GetBlendInTime() const = 0;
virtual void BlendOutTime(float time) = 0;
virtual float GetBlendOutTime() const = 0;
virtual void PlayMotion() = 0;
};
using SimpleMotionComponentRequestBus = AZ::EBus<SimpleMotionComponentRequests>;
}
}