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o3de/Gems/ScriptEvents/Code/Builder/ScriptEventsBuilderComponent.h

51 lines
1.9 KiB
C++

/*
* 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.
*
*/
#pragma once
#include "ScriptEventsBuilderWorker.h"
#include <AssetBuilderSDK/AssetBuilderBusses.h>
#include <AssetBuilderSDK/AssetBuilderSDK.h>
#include <AzCore/Component/Component.h>
namespace ScriptEventsBuilder
{
//! ScriptEventsBuilder is responsible for turning editor ScriptEvents Assets into runtime script canvas assets
class ScriptEventsBuilderComponent
: public AZ::Component
{
public:
AZ_COMPONENT(ScriptEventsBuilderComponent, "{A402F019-0DD4-4CFF-B8A0-A90F818021E4}")
static void Reflect(AZ::ReflectContext* context);
ScriptEventsBuilderComponent() = default;
~ScriptEventsBuilderComponent() override = default;
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
//////////////////////////////////////////////////////////////////////////
// AZ::Component
void Activate() override;
void Deactivate() override;
//////////////////////////////////////////////////////////////////////////
private:
ScriptEventsBuilderComponent(const ScriptEventsBuilderComponent&) = delete;
Worker m_scriptEventsBuilder;
};
}