Inherits AzToolsFramework::Components::EditorComponentBase, and AZ::Data::AssetBus::Handler.
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| ScriptEditorComponent (const ScriptEditorComponent &)=delete |
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void | LoadProperties () |
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void | LoadProperties (AZ::ScriptDataContext &sdc, AzFramework::ScriptPropertyGroup &group) |
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void | RemovedOldProperties (AzFramework::ScriptPropertyGroup &group) |
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void | SortProperties (AzFramework::ScriptPropertyGroup &group) |
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bool | LoadAttribute (AZ::ScriptDataContext &sdc, int valueIndex, const char *name, AZ::Edit::ElementData &ed, AZ::ScriptProperty *prop) |
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bool | LoadDefaultAsset (AZ::ScriptDataContext &sdc, int valueIndex, const char *name, AzFramework::ScriptPropertyGroup &group, ElementInfo &elementInfo) |
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bool | LoadDefaultEntityRef (AZ::ScriptDataContext &sdc, int valueIndex, const char *name, AzFramework::ScriptPropertyGroup &group, ElementInfo &elementInfo) |
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void | ClearDataElements () |
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AZ::u32 | ScriptHasChanged () |
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bool | LoadEnumValuesDouble (AZ::ScriptDataContext &sdc, int valueIndex, AZ::Edit::ElementData &ed) |
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bool | LoadEnumValuesString (AZ::ScriptDataContext &sdc, int valueIndex, AZ::Edit::ElementData &ed) |
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const AZ::Edit::ElementData * | GetDataElement (const void *element, const AZ::Uuid &typeUuid) const |
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const char * | CacheString (const char *str) |
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static const AZ::Edit::ElementData * | GetScriptPropertyEditData (const void *handlerPtr, const void *elementPtr, const AZ::Uuid &elementType) |
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AZStd::unordered_map< const void *, AZStd::string > | m_cachedStrings |
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AZStd::unordered_map< const void *, ElementInfo > | m_dataElements |
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AzFramework::ScriptComponent | m_scriptComponent |
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AZ::Data::Asset< AZ::ScriptAsset > | m_scriptAsset |
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AZStd::string | m_customName |
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◆ Activate()
void AzToolsFramework::Components::ScriptEditorComponent::Activate |
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overridevirtual |
◆ BuildGameEntity()
void AzToolsFramework::Components::ScriptEditorComponent::BuildGameEntity |
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AZ::Entity * |
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overridevirtual |
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. The provided component to the gameEntity is dynamically generated and owned by the gameEntity and should be deallocated appropriately.
- Parameters
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gameEntity | A pointer to the game entity. |
Reimplemented from AzToolsFramework::Components::EditorComponentBase.
◆ Deactivate()
void AzToolsFramework::Components::ScriptEditorComponent::Deactivate |
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◆ Init()
void AzToolsFramework::Components::ScriptEditorComponent::Init |
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◆ SetPrimaryAsset()
void AzToolsFramework::Components::ScriptEditorComponent::SetPrimaryAsset |
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const AZ::Data::AssetId & |
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◆ m_cachedStrings
AZStd::unordered_map<const void*, AZStd::string> AzToolsFramework::Components::ScriptEditorComponent::m_cachedStrings |
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protected |
- TODO Make editor global as we can chase them across multiple areas
The documentation for this class was generated from the following file:
- Code/Framework/AzToolsFramework/AzToolsFramework/ToolsComponents/ScriptEditorComponent.h