/* * 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 { namespace Integration { class EditorSimpleMotionComponentRequests : public AZ::ComponentBus { public: virtual void LoopMotion(bool enable) = 0; virtual bool GetLoopMotion() const = 0; virtual void RetargetMotion(bool enable) = 0; virtual bool GetRetargetMotion() const = 0; virtual void ReverseMotion(bool enable) = 0; virtual bool GetReverseMotion() const = 0; virtual void MirrorMotion(bool enable) = 0; virtual bool GetMirrorMotion() const = 0; virtual void SetPlaySpeed(float speed) = 0; virtual float GetPlaySpeed() const = 0; virtual void PlayTime(float time) = 0; virtual float GetPlayTime() const = 0; virtual void Motion(AZ::Data::AssetId assetId) = 0; virtual AZ::Data::AssetId GetMotion() const = 0; virtual void BlendInTime(float time) = 0; virtual float GetBlendInTime() const = 0; virtual void BlendOutTime(float time) = 0; virtual float GetBlendOutTime() const = 0; virtual void PlayMotion() = 0; virtual void SetPreviewInEditor(bool enable) = 0; virtual bool GetPreviewInEditor() const = 0; virtual float GetAssetDuration(const AZ::Data::AssetId& assetId) = 0; }; using EditorSimpleMotionComponentRequestBus = AZ::EBus; } }