/* * 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 "precompiled.h" #include #include #include namespace ScriptCanvasEditor { void ScriptCanvasAssetReference::Reflect(AZ::ReflectContext* context) { if (auto serializeContext = azrtti_cast(context)) { serializeContext->Class() ->DataContainer() ; } } ScriptCanvasAssetReference::ScriptCanvasAssetReference(AZ::Data::Asset sliceAsset, bool storeInObjectStream) { SetAsset(sliceAsset); SetAssetDataStoredInternally(storeInObjectStream); } void ScriptCanvasAssetReference::SetAsset(AZ::Data::Asset sliceAsset) { m_asset = sliceAsset; } const AZ::Data::Asset& ScriptCanvasAssetReference::GetAsset() const { return m_asset; } AZ::Data::Asset& ScriptCanvasAssetReference::GetAsset() { return m_asset; } void ScriptCanvasAssetReference::SetAssetDataStoredInternally(bool storeInObjectStream) { m_storeInObjectStream = storeInObjectStream; } bool ScriptCanvasAssetReference::GetAssetDataStoredInternally() const { return m_storeInObjectStream; } } // namespace ScriptCanvasEditor