NetworkPrefabSpawnerComponent.h 3.1 KB

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  1. #pragma once
  2. #include <NetworkPrefabSpawnerInterface.h>
  3. #include <AzCore/Component/Component.h>
  4. #include <AzFramework/Spawnable/Spawnable.h>
  5. #include <AzFramework/Spawnable/SpawnableEntitiesInterface.h>
  6. namespace MultiplayerSample
  7. {
  8. /**
  9. * \brief Can spawn prefabs using C++ API.
  10. * Does not keep track of instances. The user should save a copy of the ticket using callbacks in @PrefabCallbacks.
  11. */
  12. class NetworkPrefabSpawnerComponent
  13. : public AZ::Component
  14. , public NetworkPrefabSpawnerRequestBus::Handler
  15. , public AZ::Data::AssetBus::MultiHandler
  16. {
  17. public:
  18. AZ_COMPONENT(NetworkPrefabSpawnerComponent, "{7E48961B-7E39-4FBC-95E4-74B712229E9B}", Component);
  19. static void Reflect(AZ::ReflectContext* reflection);
  20. static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
  21. {
  22. provided.push_back(AZ_CRC_CE("NetworkPrefabSpawnerService"));
  23. }
  24. void Activate() override;
  25. void Deactivate() override;
  26. // NetworkPrefabSpawnerRequestBus
  27. void SpawnPrefab(const AZ::Transform& worldTm, const char* assetPath, PrefabCallbacks callbacks) override;
  28. void SpawnPrefabAsset(const AZ::Transform& worldTm, const AZ::Data::Asset<AzFramework::Spawnable>& asset, PrefabCallbacks callbacks) override;
  29. void SpawnDefaultPrefab(const AZ::Transform& worldTm, PrefabCallbacks callbacks) override;
  30. // AssetBus
  31. void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
  32. void OnAssetCanceled(AZ::Data::AssetId assetId) override;
  33. void OnAssetContainerReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
  34. void OnAssetError(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
  35. void OnAssetMoved(AZ::Data::Asset<AZ::Data::AssetData> asset, void* oldDataPointer) override;
  36. void OnAssetPreReload(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
  37. void OnAssetReloadError(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
  38. void OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
  39. void OnAssetSaved(AZ::Data::Asset<AZ::Data::AssetData> asset, bool isSuccessful) override;
  40. void OnAssetUnloaded(const AZ::Data::AssetId assetId, const AZ::Data::AssetType assetType) override;
  41. private:
  42. AZ::Data::Asset<AzFramework::Spawnable> m_defaultSpawnableAsset;
  43. AZ::Data::AssetId GetSpawnableAssetId(const char* assetPath) const;
  44. struct AssetItem
  45. {
  46. AZStd::string m_pathToAsset;
  47. AZ::Data::Asset<AzFramework::Spawnable> m_spawnableAsset;
  48. };
  49. AZStd::unordered_map<AZ::Data::AssetId, AssetItem> m_assetMap;
  50. struct SpawnRequest
  51. {
  52. AZ::Data::AssetId m_assetIdToSpawn;
  53. AZ::Transform m_whereToSpawn = AZ::Transform::CreateIdentity();
  54. PrefabCallbacks m_callbacks;
  55. };
  56. AZStd::vector<SpawnRequest> m_requests;
  57. AZStd::vector<AZStd::shared_ptr<AzFramework::EntitySpawnTicket>> m_instanceTickets;
  58. void CreateInstance(const SpawnRequest& request, const AssetItem* asset);
  59. };
  60. }