Inherits UiInteractableStatesBus::Handler.
|  | 
| void | SetStateColor (UiInteractableStatesInterface::State state, AZ::EntityId target, const AZ::Color &color) override | 
|  | 
| AZ::Color | GetStateColor (State state, AZ::EntityId target) override | 
|  | 
| bool | HasStateColor (UiInteractableStatesInterface::State state, AZ::EntityId target) override | 
|  | 
| void | SetStateAlpha (UiInteractableStatesInterface::State state, AZ::EntityId target, float alpha) override | 
|  | 
| float | GetStateAlpha (State state, AZ::EntityId target) override | 
|  | 
| bool | HasStateAlpha (UiInteractableStatesInterface::State state, AZ::EntityId target) override | 
|  | 
| void | SetStateSprite (UiInteractableStatesInterface::State state, AZ::EntityId target, ISprite *sprite) override | 
|  | 
| ISprite * | GetStateSprite (UiInteractableStatesInterface::State state, AZ::EntityId target) override | 
|  | 
| void | SetStateSpritePathname (State state, AZ::EntityId target, const AZStd::string &spritePath) override | 
|  | 
| AZStd::string | GetStateSpritePathname (State state, AZ::EntityId target) override | 
|  | 
| bool | HasStateSprite (UiInteractableStatesInterface::State state, AZ::EntityId target) override | 
|  | 
| void | SetStateFont (State state, AZ::EntityId target, const AZStd::string &fontPathname, unsigned int fontEffectIndex) override | 
|  | 
| AZStd::string | GetStateFontPathname (State state, AZ::EntityId target) override | 
|  | 
| unsigned int | GetStateFontEffectIndex (State state, AZ::EntityId target) override | 
|  | 
| bool | HasStateFont (State state, AZ::EntityId target) override | 
|  | 
| void | Init (AZ::EntityId entityId) | 
|  | Initialize the manager. 
 | 
|  | 
| void | Activate () | 
|  | Connect to the bus. 
 | 
|  | 
| void | Deactivate () | 
|  | Disconnect from the bus. 
 | 
|  | 
| void | AddState (StateActions *stateActions) | 
|  | Use this to add the the state actions for a state. This should be done at initialization time. 
 | 
|  | 
| void | ResetAllOverrides () | 
|  | Reset thes on all visual components being affected by the state actions on all states. 
 | 
|  | 
| void | ApplyStateActions (int state) | 
|  | Apply the StateActions for the given state. This will apply any specifieds to the visual components. 
 | 
|  | 
| void | InitInteractableEntityForStateActions (StateActions &stateActions) | 
|  | 
| void | ClearStates () | 
|  | Remove all the states after deleting each StateAction. 
 | 
|  |