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o3de/Gems/PhysX/Code/Source/PhysXCharacters/Components/EditorCharacterGameplayComponent.h
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2021-03-08 14:30:57 -08:00

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/*
* 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 <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
#include <PhysXCharacters/Components/CharacterGameplayComponent.h>
namespace PhysX
{
//! Editor component that allows a PhysX character gameplay component to be edited.
class EditorCharacterGameplayComponent
: public AzToolsFramework::Components::EditorComponentBase
{
public:
AZ_EDITOR_COMPONENT(EditorCharacterGameplayComponent, "{3BA7C3CB-C471-4230-8EC9-9EC4C529436F}",
AzToolsFramework::Components::EditorComponentBase);
static void Reflect(AZ::ReflectContext* context);
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
EditorCharacterGameplayComponent() = default;
protected:
// AZ::Component
void Activate() override;
void Deactivate() override;
// EditorComponentBase
void BuildGameEntity(AZ::Entity* gameEntity) override;
private:
CharacterGameplayConfiguration m_gameplayConfig;
};
} // namespace PhysX