/* * 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. * */ #ifndef CRYINCLUDE_CRYCOMMON_COMPONENTS_ICOMPONENTENTITYNODE_H #define CRYINCLUDE_CRYCOMMON_COMPONENTS_ICOMPONENTENTITYNODE_H #pragma once #include #include //! Interface for the component that coordinates with the CAnimEntityNode //! by reacting to specific animation events. //! For example, a 'footstep' animation event could result in a sound //! that emanates from the location of this entity's foot bone. struct IComponentEntityNode : public IComponent { // DECLARE_COMPONENT_TYPE("ComponentEntityNode", 0x290AE744A0A549CB, 0x8510D806A89DE91D) IComponentEntityNode() {} ComponentEventPriority GetEventPriority(const int eventID) const override { return EntityEventPriority::EntityNode; } // }; DECLARE_SMART_POINTERS(IComponentEntityNode); #endif // CRYINCLUDE_CRYCOMMON_COMPONENTS_ICOMPONENTENTITYNODE_H