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o3de/Gems/EMotionFX/Code/Tests/Integration/EntityComponentFixture.cpp
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2021-03-08 14:30:57 -08:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzFramework/Components/TransformComponent.h>
#include <Integration/Components/ActorComponent.h>
#include <Integration/Components/AnimGraphComponent.h>
#include <Integration/Components/SimpleMotionComponent.h>
#include <Tests/Integration/EntityComponentFixture.h>
namespace EMotionFX
{
void EntityComponentFixture::SetUp()
{
AZ::Debug::TraceMessageBus::Handler::BusConnect();
SystemComponentFixture::SetUp();
m_app.RegisterComponentDescriptor(Integration::ActorComponent::CreateDescriptor());
m_app.RegisterComponentDescriptor(Integration::AnimGraphComponent::CreateDescriptor());
m_app.RegisterComponentDescriptor(Integration::SimpleMotionComponent::CreateDescriptor());
m_app.RegisterComponentDescriptor(AzFramework::TransformComponent::CreateDescriptor());
}
void EntityComponentFixture::TearDown()
{
SystemComponentFixture::TearDown();
AZ::Debug::TraceMessageBus::Handler::BusDisconnect();
}
} // namespace EMotionFX