/* * 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 namespace Blast { //! The product asset file from a .blast_slice file product asset file class BlastSliceAsset final : public AZ::Data::AssetData { public: AZ_RTTI(BlastSliceAsset, "{D04AAF07-EB12-4E50-8964-114A9B9C1FD1}", AZ::Data::AssetData); AZ_CLASS_ALLOCATOR(BlastSliceAsset, AZ::SystemAllocator, 0); BlastSliceAsset() = default; ~BlastSliceAsset() override = default; void SetMeshIdList(const AZStd::vector& meshAssetIdList); const AZStd::vector& GetMeshIdList() const; void SetMaterialId(const AZ::Data::AssetId& materialAssetId); const AZ::Data::AssetId& GetMaterialId() const; static void Reflect(AZ::ReflectContext* context); private: AZStd::vector m_meshAssetIdList; AZ::Data::AssetId m_materialAssetId; }; } // namespace Blast