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o3de/Gems/LmbrCentral/Code/Source/Scripting/EditorSpawnerComponent.h

50 lines
1.8 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 <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
#include <AzCore/Slice/SliceAsset.h>
namespace LmbrCentral
{
/**
* Editor spawner component
* Spawns the entities from a ".dynamicslice" asset at runtime.
*/
class EditorSpawnerComponent
: public AzToolsFramework::Components::EditorComponentBase
{
public:
AZ_EDITOR_COMPONENT(EditorSpawnerComponent, "{77CDE991-EC1A-B7C1-B112-7456ABAC81A1}", EditorComponentBase);
static void Reflect(AZ::ReflectContext* context);
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType&);
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType&);
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType&);
bool ReadInConfig(const AZ::ComponentConfig* baseConfig) override;
bool WriteOutConfig(AZ::ComponentConfig* outBaseConfig) const override;
void BuildGameEntity(AZ::Entity* gameEntity) override;
protected:
//////////////////////////////////////////////////////////////////////////
// Data changed validation methods
AZ::u32 SliceAssetChanged();
AZ::u32 SpawnOnActivateChanged();
bool HasInfiniteLoop();
//////////////////////////////////////////////////////////////////////////
// Serialized members
AZ::Data::Asset<AZ::DynamicSliceAsset> m_sliceAsset{ AZ::Data::AssetLoadBehavior::PreLoad };
bool m_spawnOnActivate = false;
bool m_destroyOnDeactivate = false;
};
} // namespace LmbrCentral