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129 lines
5.6 KiB
C++
129 lines
5.6 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Editor/EditorBlastFamilyComponent.h>
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#include <AzCore/Asset/AssetSerializer.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzFramework/Physics/PhysicsSystem.h>
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#include <Blast/BlastSystemBus.h>
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#include <Components/BlastFamilyComponent.h>
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namespace Blast
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{
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void EditorBlastFamilyComponent::Reflect(AZ::ReflectContext* context)
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{
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if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serialize->Class<EditorBlastFamilyComponent, EditorComponentBase>()
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->Version(1)
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->Field("BlastAsset", &EditorBlastFamilyComponent::m_blastAsset)
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->Field("BlastMaterial", &EditorBlastFamilyComponent::m_materialId)
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->Field("PhysicsMaterial", &EditorBlastFamilyComponent::m_physicsMaterialId)
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->Field("ActorConfiguration", &EditorBlastFamilyComponent::m_actorConfiguration);
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if (AZ::EditContext* ec = serialize->GetEditContext())
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{
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ec->Class<EditorBlastFamilyComponent>(
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"Blast Family", "Used to add a Blast family for destruction that will spawn Blast actors")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Category, "Destruction")
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->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/Box.png")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/Box.png")
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->DataElement(
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AZ::Edit::UIHandlers::Default, &EditorBlastFamilyComponent::m_blastAsset, "Blast asset",
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"Assigned blast asset")
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->DataElement(
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AZ::Edit::UIHandlers::Default, &EditorBlastFamilyComponent::m_materialId, "Blast Material",
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"Assigned blast material from current material library")
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->ElementAttribute(
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Attributes::BlastMaterialLibraryAssetId, &EditorBlastFamilyComponent::GetMaterialLibraryAssetId)
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->DataElement(
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AZ::Edit::UIHandlers::Default, &EditorBlastFamilyComponent::m_physicsMaterialId,
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"Physics Material", "Assigned physics material from current physics material library")
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->ElementAttribute(
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Physics::Attributes::MaterialLibraryAssetId,
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&EditorBlastFamilyComponent::GetPhysicsMaterialLibraryAssetId)
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->DataElement(
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AZ::Edit::UIHandlers::Default, &EditorBlastFamilyComponent::m_actorConfiguration,
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"Actor configuration", "Configurations for actors in this family");
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}
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}
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}
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void EditorBlastFamilyComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC_CE("BlastFamilyService"));
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}
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void EditorBlastFamilyComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
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{
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required.push_back(AZ_CRC_CE("TransformService"));
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}
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void EditorBlastFamilyComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
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{
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dependent.push_back(AZ_CRC_CE("EditorVisibilityService"));
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}
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void EditorBlastFamilyComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
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{
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incompatible.push_back(AZ_CRC_CE("BlastFamilyService"));
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incompatible.push_back(AZ_CRC_CE("NonUniformScaleService"));
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}
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void EditorBlastFamilyComponent::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset)
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{
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AZ_Assert(asset.GetId() == m_blastAsset.GetId(), "Got OnAssetReady for something other than our blast asset.");
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// Fill in our missing m_assetData on our reference
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m_blastAsset = asset;
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}
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void EditorBlastFamilyComponent::OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset)
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{
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OnAssetReady(asset);
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}
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void EditorBlastFamilyComponent::Activate()
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{
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AZ_PROFILE_FUNCTION(System);
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if (m_blastAsset.GetId().IsValid())
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{
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AZ::Data::AssetBus::MultiHandler::BusConnect(m_blastAsset.GetId());
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m_blastAsset.QueueLoad();
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}
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}
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void EditorBlastFamilyComponent::Deactivate()
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{
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AZ_PROFILE_FUNCTION(System);
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AZ::Data::AssetBus::MultiHandler::BusDisconnect();
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}
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void EditorBlastFamilyComponent::BuildGameEntity(AZ::Entity* gameEntity)
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{
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gameEntity->CreateComponent<BlastFamilyComponent>(
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m_blastAsset, m_materialId, m_physicsMaterialId, m_actorConfiguration);
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}
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AZ::Data::AssetId EditorBlastFamilyComponent::GetMaterialLibraryAssetId() const
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{
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return AZ::Interface<BlastSystemRequests>::Get()->GetGlobalConfiguration().m_materialLibrary.GetId();
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}
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AZ::Data::AssetId EditorBlastFamilyComponent::GetPhysicsMaterialLibraryAssetId() const
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{
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return AZ::Interface<AzPhysics::SystemInterface>::Get()->GetConfiguration()->m_materialLibraryAsset.GetId();
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}
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} // namespace Blast
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