/* * 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 #include #include #include namespace ScriptCanvasEditor { class ScriptCanvasAsset; /*! ScriptCanvasAssetHolder Wraps a ScriptCanvasAsset reference and registers for the individual AssetBus events for saving, loading and unloading the asset. The ScriptCanvasAsset Holder contains functionality for activating the ScriptCanvasEntity stored on the reference asset as well as attempting to open the ScriptCanvasAsset within the ScriptCanvas Editor. It also provides the EditContext reflection for opening the asset in the ScriptCanvas Editor via a button */ class ScriptCanvasAssetHolder : AssetTrackerNotificationBus::Handler { public: AZ_RTTI(ScriptCanvasAssetHolder, "{3E80CEE3-2932-4DC1-AADF-398FDDC6DEFE}"); AZ_CLASS_ALLOCATOR(ScriptCanvasAssetHolder, AZ::SystemAllocator, 0); using ScriptChangedCB = AZStd::function; ScriptCanvasAssetHolder() = default; ~ScriptCanvasAssetHolder() override; static void Reflect(AZ::ReflectContext* context); void Init(AZ::EntityId ownerId = AZ::EntityId(), AZ::ComponentId componentId = AZ::ComponentId()); const AZ::Data::AssetType& GetAssetType() const; void ClearAsset(); void SetAsset(AZ::Data::AssetId fileAssetId); AZ::Data::AssetId GetAssetId() const; ScriptCanvas::ScriptCanvasId GetScriptCanvasId() const; void LaunchScriptCanvasEditor(const AZ::Data::AssetId&, const AZ::Data::AssetType&) const; void OpenEditor() const; void SetScriptChangedCB(const ScriptChangedCB&); void Load(AZ::Data::AssetId fileAssetId); protected: //===================================================================== // AssetTrackerNotificationBus void OnAssetReady(const ScriptCanvasMemoryAsset::pointer asset) override; //===================================================================== //! Reloads the Script From the AssetData if it has changed AZ::u32 OnScriptChanged(); AZ::Data::Asset m_scriptCanvasAsset; AZ::Data::Asset m_memoryScriptCanvasAsset; TypeDefs::EntityComponentId m_ownerId; // Id of Entity which stores this AssetHolder object ScriptChangedCB m_scriptNotifyCallback; }; }