/* * 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 #include namespace AZ { namespace SceneAPI { namespace SceneCore { // Behavior components are small logic units that exist as long as the SceneAPI is // initialized and active. These components can react to various events that // happen to a scene and make appropriate changes, additions or removals. These // components are also responsible to register their associated data with the // reflect context. class SCENE_CORE_CLASS BehaviorComponent : public AZ::Component { public: AZ_COMPONENT(BehaviorComponent, "{DA66AE07-9ECF-4108-9CCC-9BFF618DD4AD}"); ~BehaviorComponent() override = default; SCENE_CORE_API void Activate() override; SCENE_CORE_API void Deactivate() override; static void Reflect(ReflectContext* context); }; } // namespace SceneCore } // namespace SceneAPI } // namespace AZ