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o3de/Gems/ScriptCanvas/Code/Asset/RuntimeAssetSystemComponent...

73 lines
2.4 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <ScriptCanvas/Asset/RuntimeAsset.h>
#include <ScriptCanvas/Asset/RuntimeAssetHandler.h>
#include <Asset/RuntimeAssetSystemComponent.h>
#include <Asset/Functions/RuntimeFunctionAssetHandler.h>
namespace ScriptCanvas
{
RuntimeAssetSystemComponent::~RuntimeAssetSystemComponent()
{
}
void RuntimeAssetSystemComponent::Reflect(AZ::ReflectContext* context)
{
RuntimeData::Reflect(context);
RuntimeDataOverrides::Reflect(context);
SubgraphInterfaceData::Reflect(context);
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<RuntimeAssetSystemComponent, AZ::Component>()
->Version(0)
;
}
}
void RuntimeAssetSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("ScriptCanvasRuntimeAssetService", 0x1a85bf2b));
}
void RuntimeAssetSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("AssetDatabaseService", 0x3abf5601));
required.push_back(AZ_CRC("ScriptCanvasService", 0x41fd58f3));
}
void RuntimeAssetSystemComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
dependent.push_back(AZ_CRC("AssetCatalogService", 0xc68ffc57));
}
void RuntimeAssetSystemComponent::Init()
{
}
void RuntimeAssetSystemComponent::Activate()
{
m_runtimeAssetRegistry.Register<ScriptCanvas::RuntimeAsset, ScriptCanvas::RuntimeAssetHandler, ScriptCanvas::RuntimeAssetDescription>();
m_runtimeAssetRegistry.Register<ScriptCanvas::SubgraphInterfaceAsset, ScriptCanvas::SubgraphInterfaceAssetHandler, ScriptCanvas::SubgraphInterfaceAssetDescription>();
}
void RuntimeAssetSystemComponent::Deactivate()
{
m_runtimeAssetRegistry.Unregister();
}
AssetRegistry& RuntimeAssetSystemComponent::GetAssetRegistry()
{
return m_runtimeAssetRegistry;
}
}