Minor updates to the Spawnable Entity Aliases in response to PR feedback.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
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@@ -101,6 +101,8 @@ namespace UnitTest
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class SpawnableEntitiesManagerTest : public AllocatorsFixture
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{
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public:
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constexpr static AZ::u64 EntityIdStartId = 40;
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void SetUp() override
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{
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AllocatorsFixture::SetUp();
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@@ -156,7 +158,7 @@ namespace UnitTest
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{
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auto entry = AZStd::make_unique<AZ::Entity>();
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entry->AddComponent(aznew SourceSpawnableComponent());
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entry->SetId(AZ::EntityId(40 + i));
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entry->SetId(AZ::EntityId(EntityIdStartId + i));
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entities.push_back(AZStd::move(entry));
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}
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}
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@@ -175,13 +177,13 @@ namespace UnitTest
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auto entry = AZStd::make_unique<AZ::Entity>();
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if (i != 0)
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{
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entry->AddComponent(aznew TargetSpawnableComponent(AZ::EntityId(40 + i - 1)));
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entry->AddComponent(aznew TargetSpawnableComponent(AZ::EntityId(EntityIdStartId + i - 1)));
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}
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else
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{
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entry->AddComponent(aznew TargetSpawnableComponent());
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}
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entry->SetId(AZ::EntityId(40 + i));
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entry->SetId(AZ::EntityId(EntityIdStartId + i));
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entities.push_back(AZStd::move(entry));
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}
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}
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+1
-2
@@ -415,8 +415,7 @@ namespace AzToolsFramework
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{
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// Construct the runtime entities and products
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bool readyToCreateRootSpawnable = m_playInEditorData.m_assetsCache.IsActivated();
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if (!readyToCreateRootSpawnable &&
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!m_playInEditorData.m_assetsCache.Activate(Prefab::PrefabConversionUtils::PlayInEditor))
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if (!readyToCreateRootSpawnable && !m_playInEditorData.m_assetsCache.Activate(Prefab::PrefabConversionUtils::PlayInEditor))
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{
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AZ_Error("Prefab", false, "Failed to create a prefab processing stack from key '%.*s'.", AZ_STRING_ARG(Prefab::PrefabConversionUtils::PlayInEditor));
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+3
@@ -38,6 +38,7 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
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if (!m_prefabNames.contains(name))
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{
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m_prefabNames.emplace(AZStd::move(name));
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// If currently iterating add to pending queue to avoid invalidating the container that's being iterated over.
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PrefabContainer& container = m_isIterating ? m_pendingPrefabAdditions : m_prefabs;
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container.push_back(AZStd::move(document));
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return true;
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@@ -47,6 +48,8 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
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void PrefabProcessorContext::ListPrefabs(const AZStd::function<void(PrefabDocument&)>& callback)
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{
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// Enable iterating state so the prefab container doesn't get invalided. Enabling this flag will cause new prefabs
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// to be stored in a temporary buffer that can be moved into the regular prefab container after iterating.
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m_isIterating = true;
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for (PrefabDocument& document : m_prefabs)
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{
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