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