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50 lines
1.8 KiB
C++
50 lines
1.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
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#include <AzCore/Slice/SliceAsset.h>
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namespace LmbrCentral
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{
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/**
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* Editor spawner component
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* Spawns the entities from a ".dynamicslice" asset at runtime.
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*/
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class EditorSpawnerComponent
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: public AzToolsFramework::Components::EditorComponentBase
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{
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public:
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AZ_EDITOR_COMPONENT(EditorSpawnerComponent, "{77CDE991-EC1A-B7C1-B112-7456ABAC81A1}", EditorComponentBase);
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static void Reflect(AZ::ReflectContext* context);
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static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType&);
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static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType&);
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static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType&);
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bool ReadInConfig(const AZ::ComponentConfig* baseConfig) override;
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bool WriteOutConfig(AZ::ComponentConfig* outBaseConfig) const override;
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void BuildGameEntity(AZ::Entity* gameEntity) override;
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protected:
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//////////////////////////////////////////////////////////////////////////
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// Data changed validation methods
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AZ::u32 SliceAssetChanged();
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AZ::u32 SpawnOnActivateChanged();
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bool HasInfiniteLoop();
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//////////////////////////////////////////////////////////////////////////
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// Serialized members
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AZ::Data::Asset<AZ::DynamicSliceAsset> m_sliceAsset{ AZ::Data::AssetLoadBehavior::PreLoad };
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bool m_spawnOnActivate = false;
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bool m_destroyOnDeactivate = false;
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};
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} // namespace LmbrCentral
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