/* * 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 { class SampleGameFixture : public SystemComponentFixtureWithCatalog { protected: AZStd::string GetAssetFolder() const override { // This path points to asset under sample's project. // If you want to test asset under different projects, you need to change the path in here. // execute path: (workspace)/dev/(test_outputfolder) // asset path(pc): (workspace)/dev/Cache/SamplesProject/pc/samplesproject/ AZStd::string assetPath = m_app.GetExecutableFolder(); const size_t pos = AzFramework::StringFunc::Find(assetPath.c_str(), '/', 1, true, false); if (pos != AZStd::string::npos) { assetPath.resize(pos); assetPath += "/Cache/SamplesProject/pc/samplesproject"; } return assetPath; } }; } // namespace EMotionFX