/* * 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 EMotionFX { using NodeIndexContainer = AZStd::vector; using MotionPlayTimeEntry = AZStd::pair; using MotionNodePlaytimeContainer = AZStd::vector; // Networking request bus class AnimGraphComponentNetworkRequests : public AZ::ComponentBus { public: static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single; virtual bool IsAssetReady() const = 0; virtual bool HasSnapshot() const = 0; virtual void CreateSnapshot(bool isAuthoritative) = 0; virtual void SetActiveStates(const NodeIndexContainer& activeStates) = 0; virtual const NodeIndexContainer& GetActiveStates() const = 0; virtual void SetMotionPlaytimes(const MotionNodePlaytimeContainer& motionNodePlaytimes) = 0; virtual const MotionNodePlaytimeContainer& GetMotionPlaytimes() const = 0; virtual void UpdateActorExternal(float deltatime) = 0; virtual void SetNetworkRandomSeed(AZ::u64 seed) = 0; virtual AZ::u64 GetNetworkRandomSeed() const = 0; }; using AnimGraphComponentNetworkRequestBus = AZ::EBus; }