/* * 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 "WhiteBox_precompiled.h" #include "WhiteBoxMaterial.h" #include #include namespace WhiteBox { void WhiteBoxMaterial::Reflect(AZ::ReflectContext* context) { if (auto serializeContext = azrtti_cast(context)) { serializeContext->Class() ->Version(1) ->Field("Tint", &WhiteBoxMaterial::m_tint) ->Field("UseTexture", &WhiteBoxMaterial::m_useTexture) ->Field("Visible", &WhiteBoxMaterial::m_visible); if (AZ::EditContext* editContext = serializeContext->GetEditContext()) { editContext->Class("White Box Material", "White Box material editing") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->DataElement( AZ::Edit::UIHandlers::Color, &WhiteBoxMaterial::m_tint, "Tint", "The tint colour to use for the material.") ->DataElement( AZ::Edit::UIHandlers::CheckBox, &WhiteBoxMaterial::m_useTexture, "Use Texture", "Use the material's texture.") ->DataElement( AZ::Edit::UIHandlers::CheckBox, &WhiteBoxMaterial::m_visible, "Visible", "Material is visible in game mode."); } } } } // namespace WhiteBox