Merge branch 'main' into Prefab/CreatePrefab

This commit is contained in:
srikappa
2021-05-11 13:41:48 -07:00
559 changed files with 3167 additions and 65493 deletions
@@ -13,6 +13,7 @@
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Script/ScriptSystemBus.h>
#include <AzCore/Serialization/Utils.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Spawnable/RootSpawnableInterface.h>
@@ -334,6 +335,65 @@ namespace AzToolsFramework
m_validateEntitiesCallback = AZStd::move(validateEntitiesCallback);
}
void PrefabEditorEntityOwnershipService::LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
{
// Start our loads on all assets by calling GetAsset from the AssetManager
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
{
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
if (loadBehavior == AZ::Data::AssetLoadBehavior::NoLoad)
{
continue;
}
AZ::Data::AssetId assetId = asset.GetId();
AZ::Data::AssetType assetType = asset.GetType();
asset = AZ::Data::AssetManager::Instance().GetAsset(assetId, assetType, loadBehavior);
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
}
// For all Preload assets we block until they're ready
// We do this as a seperate pass so that we don't interrupt queuing up all other asset loads
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
{
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
if (loadBehavior != AZ::Data::AssetLoadBehavior::PreLoad)
{
continue;
}
asset.BlockUntilLoadComplete();
if (asset.IsError())
{
AZ_Error("Prefab", false, "Asset with id %s failed to preload while entering game mode",
asset.GetId().ToString<AZStd::string>().c_str());
continue;
}
}
}
void PrefabEditorEntityOwnershipService::StartPlayInEditor()
{
// This is a workaround until the replacement for GameEntityContext is done
@@ -373,16 +433,21 @@ namespace AzToolsFramework
rootSpawnableIndex = m_playInEditorData.m_assets.size();
}
LoadReferencedAssets(product.GetReferencedAssets());
AZ::Data::AssetInfo info;
info.m_assetId = product.GetAsset().GetId();
info.m_assetType = product.GetAssetType();
info.m_relativePath = product.GetId();
AZ::Data::AssetCatalogRequestBus::Broadcast(
&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, product.GetAsset().GetId(), info);
&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, info.m_assetId, info);
m_playInEditorData.m_assets.emplace_back(product.ReleaseAsset().release(), AZ::Data::AssetLoadBehavior::Default);
}
// make sure that PRE_NOTIFY assets get their notify before we activate, so that we can preserve the order of
// (load asset) -> (notify) -> (init) -> (activate)
AZ::Data::AssetManager::Instance().DispatchEvents();
if (rootSpawnableIndex != NoRootSpawnable)
{
@@ -199,6 +199,8 @@ namespace AzToolsFramework
void OnEntityRemoved(AZ::EntityId entityId);
void LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets);
OnEntitiesAddedCallback m_entitiesAddedCallback;
OnEntitiesRemovedCallback m_entitiesRemovedCallback;
ValidateEntitiesCallback m_validateEntitiesCallback;