/* * 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 "SystemComponentFixture.h" #include namespace EMotionFX { class Actor; class ActorInstance; class AnimGraph; class AnimGraphInstance; class AnimGraphMotionNode; class AnimGraphStateMachine; class AnimGraphStateTransition; class AnimGraphObject; class MotionSet; class AnimGraphTransitionConditionFixture : public SystemComponentFixture { public: void SetUp() override; void TearDown() override; virtual void AddNodesToAnimGraph() { } TwoMotionNodeAnimGraph* GetAnimGraph() const { return m_animGraph.get(); } AnimGraphInstance* GetAnimGraphInstance() const { return m_animGraphInstance; } protected: AnimGraphStateMachine* m_stateMachine = nullptr; AnimGraphInstance* m_animGraphInstance = nullptr; AnimGraphMotionNode* m_motionNodeA = nullptr; AnimGraphMotionNode* m_motionNodeB = nullptr; AnimGraphStateTransition* m_transition = nullptr; AZStd::unique_ptr m_actor; AZStd::unique_ptr m_animGraph; MotionSet* m_motionSet = nullptr; ActorInstance* m_actorInstance = nullptr; }; }