/* * 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. * */ #include "StdAfx.h" #include #include #include "EditorDebugDrawComponentCommon.h" namespace DebugDraw { EditorDebugDrawComponentSettings::EditorDebugDrawComponentSettings() : m_visibleInGame(true) , m_visibleInEditor(true) { } void EditorDebugDrawComponentSettings::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { serializeContext->Class() ->Version(0) ->Field("VisibleInGame", &EditorDebugDrawComponentSettings::m_visibleInGame) ->Field("VisibleInEditor", &EditorDebugDrawComponentSettings::m_visibleInEditor) ; AZ::EditContext* editContext = serializeContext->GetEditContext(); if (editContext) { editContext->Class("DebugDraw Component Settings", "Common settings for DebugDraw components.") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::Category, "Debugging") ->DataElement(0, &EditorDebugDrawComponentSettings::m_visibleInGame, "Visible In Game", "Whether this DebugDraw component is visible in game.") ->DataElement(0, &EditorDebugDrawComponentSettings::m_visibleInEditor, "Visible In Editor", "Whether this DebugDraw component is visible in editor.") ; } } } } // namespace DebugDraw