Files
o3de/Gems/Blast/Code/Source/Editor/EditorBlastFamilyComponent.cpp
T
Artur K f44169f7fa Cleanup SerializeContext.h pt.1 (#4264)
* Remove AssetSerializer inclusion from SerializeContext header

Moved a few Reflect methods to new cpp files.

In addition, some preparations for further header dependency reductions.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix smoke test lua failures.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Windows build fixes.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Missing license headers

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix white-space issues.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Code review fix for AzToolsFramework/AssetEditor/AssetEditorBus.h

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix inheritance list wrapping broken by older clang-format

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-09-29 11:31:01 -05:00

132 lines
5.8 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 <Editor/EditorBlastFamilyComponent.h>
#include <AzCore/Asset/AssetSerializer.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzFramework/Physics/PhysicsSystem.h>
#include <Blast/BlastSystemBus.h>
#include <Components/BlastFamilyComponent.h>
namespace Blast
{
void EditorBlastFamilyComponent::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<EditorBlastFamilyComponent, EditorComponentBase>()
->Version(1)
->Field("BlastAsset", &EditorBlastFamilyComponent::m_blastAsset)
->Field("BlastMaterial", &EditorBlastFamilyComponent::m_materialId)
->Field("PhysicsMaterial", &EditorBlastFamilyComponent::m_physicsMaterialId)
->Field("ActorConfiguration", &EditorBlastFamilyComponent::m_actorConfiguration);
if (AZ::EditContext* ec = serialize->GetEditContext())
{
ec->Class<EditorBlastFamilyComponent>(
"Blast Family", "Used to add a Blast family for destruction that will spawn Blast actors")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "Destruction")
->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/Box.png")
->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/Box.png")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
->Attribute(
AZ::Edit::Attributes::HelpPageURL,
"https://o3de.org/docs/user-guide/components/reference/destruction/blast-family/")
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->DataElement(
AZ::Edit::UIHandlers::Default, &EditorBlastFamilyComponent::m_blastAsset, "Blast asset",
"Assigned blast asset")
->DataElement(
AZ::Edit::UIHandlers::Default, &EditorBlastFamilyComponent::m_materialId, "Blast Material",
"Assigned blast material from current material library")
->ElementAttribute(
Attributes::BlastMaterialLibraryAssetId, &EditorBlastFamilyComponent::GetMaterialLibraryAssetId)
->DataElement(
AZ::Edit::UIHandlers::Default, &EditorBlastFamilyComponent::m_physicsMaterialId,
"Physics Material", "Assigned physics material from current physics material library")
->ElementAttribute(
Physics::Attributes::MaterialLibraryAssetId,
&EditorBlastFamilyComponent::GetPhysicsMaterialLibraryAssetId)
->DataElement(
AZ::Edit::UIHandlers::Default, &EditorBlastFamilyComponent::m_actorConfiguration,
"Actor configuration", "Configurations for actors in this family");
}
}
}
void EditorBlastFamilyComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC_CE("BlastFamilyService"));
}
void EditorBlastFamilyComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC_CE("TransformService"));
}
void EditorBlastFamilyComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
dependent.push_back(AZ_CRC_CE("EditorVisibilityService"));
}
void EditorBlastFamilyComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC_CE("BlastFamilyService"));
incompatible.push_back(AZ_CRC_CE("NonUniformScaleService"));
}
void EditorBlastFamilyComponent::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset)
{
AZ_Assert(asset.GetId() == m_blastAsset.GetId(), "Got OnAssetReady for something other than our blast asset.");
// Fill in our missing m_assetData on our reference
m_blastAsset = asset;
}
void EditorBlastFamilyComponent::OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset)
{
OnAssetReady(asset);
}
void EditorBlastFamilyComponent::Activate()
{
AZ_PROFILE_FUNCTION(System);
if (m_blastAsset.GetId().IsValid())
{
AZ::Data::AssetBus::MultiHandler::BusConnect(m_blastAsset.GetId());
m_blastAsset.QueueLoad();
}
}
void EditorBlastFamilyComponent::Deactivate()
{
AZ_PROFILE_FUNCTION(System);
AZ::Data::AssetBus::MultiHandler::BusDisconnect();
}
void EditorBlastFamilyComponent::BuildGameEntity(AZ::Entity* gameEntity)
{
gameEntity->CreateComponent<BlastFamilyComponent>(
m_blastAsset, m_materialId, m_physicsMaterialId, m_actorConfiguration);
}
AZ::Data::AssetId EditorBlastFamilyComponent::GetMaterialLibraryAssetId() const
{
return AZ::Interface<BlastSystemRequests>::Get()->GetGlobalConfiguration().m_materialLibrary.GetId();
}
AZ::Data::AssetId EditorBlastFamilyComponent::GetPhysicsMaterialLibraryAssetId() const
{
return AZ::Interface<AzPhysics::SystemInterface>::Get()->GetConfiguration()->m_materialLibraryAsset.GetId();
}
} // namespace Blast