From 3e8625b78b83a56ae3f9557060f3e9bf4387517b Mon Sep 17 00:00:00 2001 From: mbalfour Date: Wed, 14 Apr 2021 16:09:02 -0500 Subject: [PATCH] Added "IsReadyToSpawn" to help detect when a spawner is ready to start spawning. Also added a small optimization to SetDynamicSliceByAssetId so that it doesn't do anything when setting it to the same value as before. (cherry picked from commit ff8a93e71f3017e8555012855f3e2155ec74a405) --- .../Source/Scripting/SpawnerComponent.cpp | 25 +++++++++++-------- .../Code/Source/Scripting/SpawnerComponent.h | 3 ++- .../Scripting/SpawnerComponentBus.h | 3 +++ 3 files changed, 20 insertions(+), 11 deletions(-) diff --git a/Gems/LmbrCentral/Code/Source/Scripting/SpawnerComponent.cpp b/Gems/LmbrCentral/Code/Source/Scripting/SpawnerComponent.cpp index 2595fc09fd..7b76a1465c 100644 --- a/Gems/LmbrCentral/Code/Source/Scripting/SpawnerComponent.cpp +++ b/Gems/LmbrCentral/Code/Source/Scripting/SpawnerComponent.cpp @@ -148,6 +148,7 @@ namespace LmbrCentral ->Event("GetCurrentEntitiesFromSpawnedSlice", &SpawnerComponentRequestBus::Events::GetCurrentEntitiesFromSpawnedSlice) ->Event("GetAllCurrentlySpawnedEntities", &SpawnerComponentRequestBus::Events::GetAllCurrentlySpawnedEntities) ->Event("SetDynamicSlice", &SpawnerComponentRequestBus::Events::SetDynamicSliceByAssetId) + ->Event("IsReadyToSpawn", &SpawnerComponentRequestBus::Events::IsReadyToSpawn) ; behaviorContext->EBus("SpawnerComponentNotificationBus") @@ -250,17 +251,15 @@ namespace LmbrCentral //========================================================================= void SpawnerComponent::SetDynamicSliceByAssetId(AZ::Data::AssetId& assetId) { - auto sliceAsset = AZ::Data::AssetManager::Instance().GetAsset(assetId, AZ::AzTypeInfo::Uuid(), m_sliceAsset.GetAutoLoadBehavior()); + if (m_sliceAsset.GetId() == assetId) + { + return; + } - if (sliceAsset.IsReady()) - { - m_sliceAsset = sliceAsset; - } - else - { - AZ::Data::AssetBus::Handler::BusDisconnect(); - AZ::Data::AssetBus::Handler::BusConnect(assetId); - } + m_sliceAsset = AZ::Data::AssetManager::Instance().GetAsset( + assetId, AZ::AzTypeInfo::Uuid(), m_sliceAsset.GetAutoLoadBehavior()); + AZ::Data::AssetBus::Handler::BusDisconnect(); + AZ::Data::AssetBus::Handler::BusConnect(assetId); } //========================================================================= @@ -444,6 +443,12 @@ namespace LmbrCentral return entities; } + //========================================================================= + bool SpawnerComponent::IsReadyToSpawn() + { + return m_sliceAsset.IsReady(); + } + //========================================================================= void SpawnerComponent::OnSlicePreInstantiate(const AZ::Data::AssetId& /*sliceAssetId*/, [[maybe_unused]] const AZ::SliceComponent::SliceInstanceAddress& sliceAddress) { diff --git a/Gems/LmbrCentral/Code/Source/Scripting/SpawnerComponent.h b/Gems/LmbrCentral/Code/Source/Scripting/SpawnerComponent.h index 3dee332df3..75f5db8df2 100644 --- a/Gems/LmbrCentral/Code/Source/Scripting/SpawnerComponent.h +++ b/Gems/LmbrCentral/Code/Source/Scripting/SpawnerComponent.h @@ -70,7 +70,8 @@ namespace LmbrCentral AZStd::vector GetCurrentlySpawnedSlices() override; bool HasAnyCurrentlySpawnedSlices() override; AZStd::vector GetCurrentEntitiesFromSpawnedSlice(const AzFramework::SliceInstantiationTicket& ticket) override; - AZStd::vector GetAllCurrentlySpawnedEntities(); + AZStd::vector GetAllCurrentlySpawnedEntities() override; + bool IsReadyToSpawn() override; ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// diff --git a/Gems/LmbrCentral/Code/include/LmbrCentral/Scripting/SpawnerComponentBus.h b/Gems/LmbrCentral/Code/include/LmbrCentral/Scripting/SpawnerComponentBus.h index 6122a747f3..92ca003300 100644 --- a/Gems/LmbrCentral/Code/include/LmbrCentral/Scripting/SpawnerComponentBus.h +++ b/Gems/LmbrCentral/Code/include/LmbrCentral/Scripting/SpawnerComponentBus.h @@ -91,6 +91,9 @@ namespace LmbrCentral //! Note that spawning is not instant, if a slice hasn't finished spawning then none of its entities are returned. //! If an entity has been destroyed since it was spawned, its ID is not returned. virtual AZStd::vector GetAllCurrentlySpawnedEntities() = 0; + + //! Returns whether or not the spawner is in a state that's ready to spawn. + virtual bool IsReadyToSpawn() = 0; }; using SpawnerComponentRequestBus = AZ::EBus;