/* * 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. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef __IMOVEMENTACTOR_H__ #define __IMOVEMENTACTOR_H__ #include <IMovementSystem.h> struct IMovementActorAdapter; struct IMovementActor { virtual ~IMovementActor() {} virtual IMovementActorAdapter& GetAdapter() const = 0; virtual void RequestPathTo(const Vec3& destination, float lengthToTrimFromThePathEnd, const MNMDangersFlags dangersFlags = eMNMDangers_None, const bool considerActorsAsPathObstacles = false) = 0; virtual Movement::PathfinderState GetPathfinderState() const = 0; virtual const char* GetName() const = 0; virtual void Log(const char* message) = 0; virtual bool IsLastPointInPathASmartObject() const = 0; virtual EntityId GetEntityId() const = 0; virtual MovementActorCallbacks GetCallbacks() const = 0; }; #endif // __IMOVEMENTACTOR_H__