text: /*
  * 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 "SystemComponentFixture.h"
  #include <Tests/TestAssetCode/AnimGraphFactory.h>
  
  namespace EMotionFX
  {
      class Actor;
      class ActorInstance;
      class AnimGraph;
      class AnimGraphInstance;
      class AnimGraphMotionNode;
      class AnimGraphStateMachine;
      class AnimGraphStateTransition;
      class AnimGraphObject;
      class MotionSet;
  
      class AnimGraphTransitionConditionFixture
          : public SystemComponentFixture
      {
      public:
          void SetUp() override;
  
          void TearDown() override;
  
          virtual void AddNodesToAnimGraph()
          {
          }
  
          TwoMotionNodeAnimGraph* GetAnimGraph() const
          {
              return m_animGraph.get();
          }
  
          AnimGraphInstance* GetAnimGraphInstance() const
          {
              return m_animGraphInstance;
          }
  
      protected:
          AnimGraphStateMachine* m_stateMachine = nullptr;
          AnimGraphInstance* m_animGraphInstance = nullptr;
          AnimGraphMotionNode* m_motionNodeA = nullptr;
          AnimGraphMotionNode* m_motionNodeB = nullptr;
          AnimGraphStateTransition* m_transition = nullptr;
          AZStd::unique_ptr<Actor> m_actor;
          AZStd::unique_ptr<TwoMotionNodeAnimGraph> m_animGraph;
          MotionSet* m_motionSet = nullptr;
          ActorInstance* m_actorInstance = nullptr;
      };
  }
  