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o3de/Gems/PhysX/Code/Source/PhysXCharacters/Components/EditorCharacterGameplayComponent.h
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Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

Signed-off-by: spham <spham@amazon.com>

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
2021-06-30 19:51:55 -07:00

42 lines
1.5 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
*
*/
#pragma once
#include <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
#include <PhysXCharacters/Components/CharacterGameplayComponent.h>
namespace PhysX
{
//! Editor component that allows a PhysX character gameplay component to be edited.
class EditorCharacterGameplayComponent
: public AzToolsFramework::Components::EditorComponentBase
{
public:
AZ_EDITOR_COMPONENT(EditorCharacterGameplayComponent, "{3BA7C3CB-C471-4230-8EC9-9EC4C529436F}",
AzToolsFramework::Components::EditorComponentBase);
static void Reflect(AZ::ReflectContext* context);
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
EditorCharacterGameplayComponent() = default;
protected:
// AZ::Component
void Activate() override;
void Deactivate() override;
// EditorComponentBase
void BuildGameEntity(AZ::Entity* gameEntity) override;
private:
CharacterGameplayConfiguration m_gameplayConfig;
};
} // namespace PhysX