/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include "EditorSurfaceAltitudeGradientComponent.h" namespace GradientSignal { void EditorSurfaceAltitudeGradientComponent::Reflect(AZ::ReflectContext* context) { EditorGradientComponentBase::ReflectSubClass(context); } void EditorSurfaceAltitudeGradientComponent::Activate() { BaseClassType::Activate(); UpdateFromShape(); } void EditorSurfaceAltitudeGradientComponent::Deactivate() { BaseClassType::Deactivate(); } AZ::u32 EditorSurfaceAltitudeGradientComponent::ConfigurationChanged() { BaseClassType::ConfigurationChanged(); UpdateFromShape(); // Refresh attributes because changing shapes affects read-only status of bounds return AZ::Edit::PropertyRefreshLevels::AttributesAndValues; } void EditorSurfaceAltitudeGradientComponent::OnCompositionChanged() { UpdateFromShape(); InvalidatePropertyDisplay(AzToolsFramework::Refresh_AttributesAndValues); } void EditorSurfaceAltitudeGradientComponent::UpdateFromShape() { // Update config from shape on game component, copy that back to our config m_component.UpdateFromShape(); m_component.WriteOutConfig(&m_configuration); SetDirty(); } }