/* * 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 "WaterRippleGeneratorComponent.h" namespace Water { /// Editor component for configuring the generation of water ripples against a water volume component attached to an entity with a Physx Trigger interacting with a PhysX collider. class EditorWaterRippleGeneratorComponent : public AzToolsFramework::Components::EditorComponentBase { public: AZ_EDITOR_COMPONENT(EditorWaterRippleGeneratorComponent, "{17E2A832-DD50-46DD-B94B-82B80CAAC47A}", AzToolsFramework::Components::EditorComponentBase); static void Reflect(AZ::ReflectContext* context); static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible); static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent); // EditorComponentBase void BuildGameEntity(AZ::Entity* gameEntity) override; // AZ::Component interface implementation void Activate() override; void Deactivate() override; private: WaterRippleGeneratorComponent m_rippleGenerator; }; }