/* * 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. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYMOVIE_CONSOLETRACK_H #define CRYINCLUDE_CRYMOVIE_CONSOLETRACK_H #pragma once //forward declarations. #include "IMovieSystem.h" #include "AnimTrack.h" #include "AnimKey.h" /** EntityTrack contains entity keys, when time reach event key, it fires script event or start animation etc... */ class CConsoleTrack : public TAnimTrack { public: AZ_CLASS_ALLOCATOR(CConsoleTrack, AZ::SystemAllocator, 0); AZ_RTTI(CConsoleTrack, "{5D61289C-DE66-40E6-8C2D-A6CBF41A6EF4}", IAnimTrack); ////////////////////////////////////////////////////////////////////////// // Overrides of IAnimTrack. ////////////////////////////////////////////////////////////////////////// void GetKeyInfo(int key, const char*& description, float& duration); void SerializeKey(IConsoleKey& key, XmlNodeRef& keyNode, bool bLoading); static void Reflect(AZ::SerializeContext* serializeContext); }; #endif // CRYINCLUDE_CRYMOVIE_CONSOLETRACK_H