Store the spawn ticket id inside entity instead of maintaining a map of entity to ticket
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
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@@ -655,6 +655,16 @@ namespace AZ
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m_stateEvent.Signal(oldState, m_state);
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}
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void Entity::SetSpawnTicketId(u32 spawnTicketId)
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{
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m_spawnTicketId = AZStd::move(spawnTicketId);
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}
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u32 Entity::GetSpawnTicketId() const
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{
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return m_spawnTicketId;
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}
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void Entity::OnNameChanged() const
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{
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EBUS_EVENT_ID(GetId(), EntityBus, OnEntityNameChanged, m_name);
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@@ -133,6 +133,9 @@ namespace AZ
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//! @return The state of the entity. For example, the entity has been initialized, the entity is active, and so on.
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State GetState() const { return m_state; }
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u32 GetSpawnTicketId() const;
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void SetSpawnTicketId(u32);
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//! Connects an entity state event handler to the entity.
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//! All state changes will be signaled through this event.
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//! @param handler reference to the EntityStateEvent handler to attach to the entities state event.
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@@ -411,6 +414,8 @@ namespace AZ
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//! A user-friendly name for the entity. This makes error messages easier to read.
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AZStd::string m_name;
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u32 m_spawnTicketId = 0;
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//! The state of the entity.
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State m_state;
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