Files
o3de/Gems/Vegetation/Code/Source/DebugSystemComponent.cpp
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

76 lines
2.2 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 "DebugSystemComponent.h"
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <CrySystemBus.h>
namespace Vegetation
{
void DebugSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services)
{
services.push_back(AZ_CRC("VegetationDebugSystemService", 0x8cac3d67));
}
void DebugSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& services)
{
services.push_back(AZ_CRC("VegetationDebugSystemService", 0x8cac3d67));
}
void DebugSystemComponent::GetRequiredServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& services)
{
}
void DebugSystemComponent::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<DebugSystemComponent, AZ::Component>()
->Version(0)
;
if (AZ::EditContext* editContext = serialize->GetEditContext())
{
editContext->Class<DebugSystemComponent>("Vegetation Debug System", "Stores and manages vegetation debug data")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "Vegetation")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System", 0xc94d118b))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
;
}
}
}
DebugSystemComponent::DebugSystemComponent()
{
}
DebugSystemComponent::~DebugSystemComponent()
{
}
Vegetation::DebugData* DebugSystemComponent::GetDebugData()
{
return &m_debugData;
}
void DebugSystemComponent::Activate()
{
DebugSystemDataBus::Handler::BusConnect();
}
void DebugSystemComponent::Deactivate()
{
DebugSystemDataBus::Handler::BusDisconnect();
}
}