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A base class for all editor components. More...
Inherits AZ::Component .
Public Member Functions |
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AZ_RTTI ( EditorComponentBase , "{D5346BD4-7F20-444E-B370-327ACD03D4A0}", AZ::Component) | |
Adds run-time type information to the component.
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EditorComponentBase () | |
Creates an instance of this class.
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void | SetDirty () |
Sets a flag on the entire entity to indicate that the entity's properties were modified.
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virtual void | Init () override |
Initializes the component's resources.
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virtual void | Activate () override |
Gets the transform component and selection component of the entity that the component belongs to, if the entity has them.
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virtual void | Deactivate () override |
Sets the component's pointers to the transform component and selection component to null.
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AZ::TransformInterface * | GetTransform () const |
Gets the transform interface of the entity that the component belongs to, if the entity has a transform component.
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SelectionComponent * | GetSelection () const |
Gets the selection component of the entity that the component belongs to, if the entity has a selection component.
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AZ::Transform | GetWorldTM () const |
Gets the world transform of the entity that the component belongs to, if the entity has a transform component.
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AZ::Transform | GetLocalTM () const |
Gets the local transform of the entity that the component belongs to, if the entity has a transform component.
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bool | IsSelected () const |
Identifies whether the component is selected in the editor.
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bool | IsPrimarySelection () const |
Identifies whether the component is the primary selection in the editor.
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bool | HasSelectionComponent () const |
Determines if the entity that the component belongs to has a selection component.
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virtual void | BuildGameEntity ( AZ::Entity *) |
Override this function to create one or more game components to represent your editor component in runtime.
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virtual void | FinishedBuildingGameEntity ( AZ::Entity *) |
Called by the slice builder after the game entity is saved, right before deleting the game entity.
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virtual void | SetPrimaryAsset (const AZ::Data::AssetId &) |
Implement this function to support dragging and dropping an asset onto this component.
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Public Member Functions inherited from AZ::Component | |
AZ_RTTI ( AZ::Component , "{EDFCB2CF-F75D-43BE-B26B-F35821B29247}") | |
Adds run-time type information to the component.
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Component () | |
Initializes a component's internals.
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virtual | ~Component () |
Destroys a component.
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Entity * | GetEntity () const |
Returns a pointer to the entity.
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EntityId | GetEntityId () const |
Returns the entity ID if the component is attached to an entity.
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ComponentId | GetId () const |
Returns the component ID, which is valid only when the component is attached to an entity.
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void | SetId (const ComponentId &id) |
Sets the component ID.
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Static Public Member Functions |
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static void | Reflect ( AZ::ReflectContext *context) |
Reflects component data into a variety of contexts (script, serialize, edit, and so on).
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Friends |
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class | EditorEntityActionComponent |
class | EditorDisabledCompositionComponent |
class | EditorPendingCompositionComponent |
Additional Inherited Members |
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Protected Member Functions inherited from AZ::Component | |
void | SetEntity ( Entity *entity) |
Sets the current entity.
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Static Protected Member Functions inherited from AZ::Component | |
static void | ReflectInternal ( ReflectContext *reflection) |
Reflects the
Component
class.
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Protected Attributes inherited from AZ::Component | |
Entity * | m_entity |
Reference to the entity that owns the component. The value is null if the component is not attached to an entity.
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ComponentId | m_id |
A component ID that is unique for an entity. This component ID is not unique across all entities.
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Detailed Description
A base class for all editor components.
Derive from this class to create a version of a component to use in the editor, as opposed to the version of the component that is used during runtime.
Important: Game components must not inherit from EditorComponentBase . To create one or more game components to represent your editor component in runtime, use BuildGameEntity() .
To learn more about editor components, see the Lumberyard User Guide .
Constructor & Destructor Documentation
◆ EditorComponentBase()
AzToolsFramework::Components::EditorComponentBase::EditorComponentBase | ( | ) |
Creates an instance of this class.
Member Function Documentation
◆ Activate()
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override virtual |
Gets the transform component and selection component of the entity that the component belongs to, if the entity has them.
Overrides AZ::Component::Activate() .
Important: Components derived from EditorComponentBase must call the Activate() function of the base class.
Implements AZ::Component .
◆ AZ_RTTI()
AzToolsFramework::Components::EditorComponentBase::AZ_RTTI | ( | EditorComponentBase | , |
"{D5346BD4-7F20-444E-B370-327ACD03D4A0}" | , | ||
AZ::Component | |||
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Adds run-time type information to the component.
◆ BuildGameEntity()
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inline virtual |
Override this function to create one or more game components to represent your editor component in runtime.
Important: If your entity has a game component, you must implement this function.
This function is called by the slice builder. Any game components that you create should be attached to the game entity that is provided to this function. If you do not need to create a game component, you do not need to override this function.
- Parameters
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gameEntity A pointer to the game entity.
◆ Deactivate()
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override virtual |
Sets the component's pointers to the transform component and selection component to null.
Overrides AZ::Component::Deactivate() .
Important: Components derived from EditorComponentBase must call the Deactivate() function of the base class.
Implements AZ::Component .
◆ FinishedBuildingGameEntity()
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inline virtual |
Called by the slice builder after the game entity is saved, right before deleting the game entity.
If you want to retain ownership of a component that you gave to the game entity using BuildGameEntity() , remove the component from the game entity here.
- Parameters
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gameEntity A pointer to the game entity.
◆ GetLocalTM()
AZ::Transform AzToolsFramework::Components::EditorComponentBase::GetLocalTM | ( | ) | const |
Gets the local transform of the entity that the component belongs to, if the entity has a transform component.
An entity's local transform is the entity's position relative to its parent entity.
- Returns
- The local transform, if the entity has one. Otherwise, returns the identity transform, which is the equivalent of no transform.
◆ GetSelection()
SelectionComponent* AzToolsFramework::Components::EditorComponentBase::GetSelection | ( | ) | const |
Gets the selection component of the entity that the component belongs to, if the entity has a selection component.
A selection component keeps track of whether the entity is selected in the editor.
- Returns
- A pointer to the selection component. Might be null if you did not include "SelectionService" in the component's AZ::ComponentDescriptor::GetRequiredServices() .
◆ GetTransform()
AZ::TransformInterface * AzToolsFramework::Components::EditorComponentBase::GetTransform | ( | ) | const |
Gets the transform interface of the entity that the component belongs to, if the entity has a transform component.
A transform positions, rotates, and scales an entity in 3D space.
- Returns
- A pointer to the transform interface. Might be null if you did not include "TransformService" in the component's AZ::ComponentDescriptor::GetRequiredServices() .
◆ GetWorldTM()
AZ::Transform AzToolsFramework::Components::EditorComponentBase::GetWorldTM | ( | ) | const |
Gets the world transform of the entity that the component belongs to, if the entity has a transform component.
An entity's world transform is the entity's position within the entire game space.
- Returns
- The world transform, if the entity has one. Otherwise, returns the identity transform, which is the equivalent of no transform.
◆ HasSelectionComponent()
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inline |
Determines if the entity that the component belongs to has a selection component.
A selection component keeps track of whether the entity is selected in the editor.
- Returns
- True if the entity has a selection component. Otherwise, false.
◆ Init()
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override virtual |
Initializes the component's resources.
Overrides AZ::Component::Init() .
Important: Components derived from EditorComponentBase must call the Init() function of the base class.
(Optional) You can override this function to initialize resources that the component needs.
Reimplemented from AZ::Component .
◆ IsPrimarySelection()
bool AzToolsFramework::Components::EditorComponentBase::IsPrimarySelection | ( | ) | const |
Identifies whether the component is the primary selection in the editor.
- Returns
- True if the component is the primary selection in the editor. Otherwise, false.
◆ IsSelected()
bool AzToolsFramework::Components::EditorComponentBase::IsSelected | ( | ) | const |
Identifies whether the component is selected in the editor.
- Returns
- True if the component is selected in the editor. Otherwise, false.
◆ Reflect()
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static |
Reflects component data into a variety of contexts (script, serialize, edit, and so on).
- Parameters
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context A pointer to the reflection context.
◆ SetDirty()
void AzToolsFramework::Components::EditorComponentBase::SetDirty | ( | ) |
Sets a flag on the entire entity to indicate that the entity's properties were modified.
Call this function whenever you alter an entity in an unexpected manner. For example, edits that you make to one entity might affect other entities, so the affected entities need to know that something changed. You do not need to call this function when editing an entity's property in the Property Editor, because that scenario automatically sets the flag. You need to call this function only when your entity's properties are modified outside the Property Editor, such as when a script loops over all lights and alters their radii.
◆ SetPrimaryAsset()
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inline virtual |
Implement this function to support dragging and dropping an asset onto this component.
- Parameters
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assetId A reference to the ID of the asset to drag and drop.
Friends And Related Function Documentation
◆ EditorDisabledCompositionComponent
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friend |
◆ EditorEntityActionComponent
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friend |
◆ EditorPendingCompositionComponent
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friend |
The documentation for this class was generated from the following file:
- C:/lumberyard-root/dev/Code/Framework/AzToolsFramework/AzToolsFramework/ToolsComponents/ EditorComponentBase.h