/* * 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 #include #include #include #include namespace Blast { class EditorBlastFamilyComponent : public AzToolsFramework::Components::EditorComponentBase , private AZ::Data::AssetBus::MultiHandler { public: AZ_COMPONENT( EditorBlastFamilyComponent, "{ECB1689A-2B65-44D1-9227-9E62962A7FF7}", AzToolsFramework::Components::EditorComponentBase); EditorBlastFamilyComponent() = default; virtual ~EditorBlastFamilyComponent() = default; static void Reflect(AZ::ReflectContext* context); static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent); static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible); // AZ::Component interface implementation void Activate() override; void Deactivate() override; void BuildGameEntity(AZ::Entity* gameEntity) override; private: // AssetBus void OnAssetReady(AZ::Data::Asset asset) override; void OnAssetReloaded(AZ::Data::Asset asset) override; /// Returns the material library asset id. Used to supply MaterialIdWidget with material library. AZ::Data::AssetId GetMaterialLibraryAssetId() const; /// Return the physics material library asset id. Used to supply MaterialIdWidget with material library. AZ::Data::AssetId GetPhysicsMaterialLibraryAssetId() const; // Configurations AZ::Data::Asset m_blastAsset; Blast::BlastMaterialId m_materialId; Physics::MaterialId m_physicsMaterialId; BlastActorConfiguration m_actorConfiguration; }; } // namespace Blast