/* * 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 namespace EMotionFX { AZ_CLASS_ALLOCATOR_IMPL(AnimGraphEventHandlerCounter, AnimGraphEventHandlerAllocator, 0) const AZStd::vector AnimGraphEventHandlerCounter::GetHandledEventTypes() const { return { EVENT_TYPE_ON_STATE_ENTER, EVENT_TYPE_ON_STATE_ENTERING, EVENT_TYPE_ON_STATE_EXIT, EVENT_TYPE_ON_STATE_END, EVENT_TYPE_ON_START_TRANSITION, EVENT_TYPE_ON_END_TRANSITION }; } void AnimGraphEventHandlerCounter::OnStateEntering(AnimGraphInstance* animGraphInstance, AnimGraphNode* state) { AZ_UNUSED(animGraphInstance); if (!state) { return; } m_numStatesEntering++; } void AnimGraphEventHandlerCounter::OnStateEnter(AnimGraphInstance* animGraphInstance, AnimGraphNode* state) { AZ_UNUSED(animGraphInstance); if (!state) { return; } m_numStatesEntered++; } void AnimGraphEventHandlerCounter::OnStateExit(AnimGraphInstance* animGraphInstance, AnimGraphNode* state) { AZ_UNUSED(animGraphInstance); if (!state) { return; } m_numStatesExited++; } void AnimGraphEventHandlerCounter::OnStateEnd(AnimGraphInstance* animGraphInstance, AnimGraphNode* state) { AZ_UNUSED(animGraphInstance); if (!state) { return; } m_numStatesEnded++; } void AnimGraphEventHandlerCounter::OnStartTransition(AnimGraphInstance* animGraphInstance, AnimGraphStateTransition* transition) { AZ_UNUSED(animGraphInstance); if (!transition) { return; } m_numTransitionsStarted++; } void AnimGraphEventHandlerCounter::OnEndTransition(AnimGraphInstance* animGraphInstance, AnimGraphStateTransition* transition) { AZ_UNUSED(animGraphInstance); if (!transition) { return; } m_numTransitionsEnded++; } } // EMotionFX