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o3de/Gems/LmbrCentral/Code/Source/Audio/EditorAudioSwitchComponent.cpp
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2021-03-08 14:30:57 -08:00

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3.3 KiB
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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 "LmbrCentral_precompiled.h"
#include "EditorAudioSwitchComponent.h"
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace LmbrCentral
{
//=========================================================================
void EditorAudioSwitchComponent::Reflect(AZ::ReflectContext* context)
{
auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<EditorAudioSwitchComponent, EditorComponentBase>()
->Version(1)
->Field("Switch name", &EditorAudioSwitchComponent::m_defaultSwitch)
->Field("State name", &EditorAudioSwitchComponent::m_defaultState)
;
if (auto editContext = serializeContext->GetEditContext())
{
editContext->Class<EditorAudioSwitchComponent>("Audio Switch", "The Audio Switch component provides basic Audio Translation Layer (ATL) switch functionality to specify the state of an entity")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "Audio")
->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/AudioSwitch.svg")
->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/AudioSwitch.png")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://docs.aws.amazon.com/lumberyard/latest/userguide/component-audio-switch.html")
->DataElement("AudioControl", &EditorAudioSwitchComponent::m_defaultSwitch, "Default Switch", "The default ATL Switch to use when Activated")
->DataElement("AudioControl", &EditorAudioSwitchComponent::m_defaultState, "Default State", "The default ATL State to set on the default Switch when Activated")
;
}
}
}
//=========================================================================
EditorAudioSwitchComponent::EditorAudioSwitchComponent()
{
m_defaultSwitch.m_propertyType = AzToolsFramework::AudioPropertyType::Switch;
m_defaultState.m_propertyType = AzToolsFramework::AudioPropertyType::SwitchState;
}
//=========================================================================
void EditorAudioSwitchComponent::BuildGameEntity(AZ::Entity* gameEntity)
{
gameEntity->CreateComponent<AudioSwitchComponent>(m_defaultSwitch.m_controlName, m_defaultState.m_controlName);
}
} // namespace LmbrCentral