/* * 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 "EditorDebugDrawRayComponent.h" namespace DebugDraw { void EditorDebugDrawRayComponent::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { serializeContext->Class() ->Version(0) ->Field("Element", &EditorDebugDrawRayComponent::m_element) ->Field("Settings", &EditorDebugDrawRayComponent::m_settings) ; AZ::EditContext* editContext = serializeContext->GetEditContext(); if (editContext) { editContext->Class( "DebugDraw Ray", "Draws debug ray on the screen from this entity's location to specified end entity's location.") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::Category, "Debugging") ->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/DebugDrawRay.svg") ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c)) ->DataElement(0, &EditorDebugDrawRayComponent::m_element, "Ray element settings", "Settings for the ray element.") ->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorDebugDrawRayComponent::OnPropertyUpdate) ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ->DataElement(0, &EditorDebugDrawRayComponent::m_settings, "Visibility settings", "Common settings for DebugDraw components.") ->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorDebugDrawRayComponent::OnPropertyUpdate) ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ; } } } void EditorDebugDrawRayComponent::BuildGameEntity(AZ::Entity* gameEntity) { if (m_settings.m_visibleInGame) { gameEntity->CreateComponent(m_element); } } void EditorDebugDrawRayComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) { DebugDrawRayComponent::GetProvidedServices(provided); } void EditorDebugDrawRayComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) { DebugDrawRayComponent::GetIncompatibleServices(incompatible); } void EditorDebugDrawRayComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) { DebugDrawRayComponent::GetRequiredServices(required); } void EditorDebugDrawRayComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent) { DebugDrawRayComponent::GetDependentServices(dependent); } void EditorDebugDrawRayComponent::Init() { m_element.m_owningEditorComponent = GetId(); } void EditorDebugDrawRayComponent::Activate() { if (m_settings.m_visibleInEditor) { DebugDrawInternalRequestBus::Broadcast(&DebugDrawInternalRequestBus::Events::RegisterDebugDrawComponent, this); } } void EditorDebugDrawRayComponent::Deactivate() { DebugDrawInternalRequestBus::Broadcast(&DebugDrawInternalRequestBus::Events::UnregisterDebugDrawComponent, this); } void EditorDebugDrawRayComponent::OnPropertyUpdate() { // Property updated, we need to update the system component (which handles drawing the components) with our new info DebugDrawInternalRequestBus::Broadcast(&DebugDrawInternalRequestBus::Events::UnregisterDebugDrawComponent, this); if (m_settings.m_visibleInEditor) { DebugDrawInternalRequestBus::Broadcast(&DebugDrawInternalRequestBus::Events::RegisterDebugDrawComponent, this); } } } // namespace DebugDraw