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o3de/Gems/Blast/Code/Source/Editor/EditorBlastFamilyComponent.h

63 lines
2.3 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
*
*/
#pragma once
#include <Asset/BlastAsset.h>
#include <AzCore/Component/Component.h>
#include <AzFramework/Physics/Material.h>
#include <Blast/BlastDebug.h>
#include <Blast/BlastMaterial.h>
#include <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
namespace Blast
{
class EditorBlastFamilyComponent
: public AzToolsFramework::Components::EditorComponentBase
, private AZ::Data::AssetBus::MultiHandler
{
public:
AZ_COMPONENT(
EditorBlastFamilyComponent, "{ECB1689A-2B65-44D1-9227-9E62962A7FF7}",
AzToolsFramework::Components::EditorComponentBase);
EditorBlastFamilyComponent() = default;
virtual ~EditorBlastFamilyComponent() = default;
static void Reflect(AZ::ReflectContext* context);
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
// AZ::Component interface implementation
void Activate() override;
void Deactivate() override;
void BuildGameEntity(AZ::Entity* gameEntity) override;
private:
// AssetBus
void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
void OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
/// Returns the material library asset id. Used to supply MaterialIdWidget with material library.
AZ::Data::AssetId GetMaterialLibraryAssetId() const;
/// Return the physics material library asset id. Used to supply MaterialIdWidget with material library.
AZ::Data::AssetId GetPhysicsMaterialLibraryAssetId() const;
// Configurations
AZ::Data::Asset<BlastAsset> m_blastAsset;
Blast::BlastMaterialId m_materialId;
Physics::MaterialId m_physicsMaterialId;
BlastActorConfiguration m_actorConfiguration;
};
} // namespace Blast