Updates in preparation for adding entity aliases to spawnables.
The following has been changed: - AssetDataStream can now return the stored streaming deadline and priority. - RootSpawnable now has an event that's called just before root spawnable spawns entities. This is an immediate event unlike the other events that are queued. Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
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+11
-11
@@ -581,15 +581,15 @@ namespace AzToolsFramework
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{
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if (m_rootInstance && m_playInEditorData.m_isEnabled)
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{
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AZ_Assert(m_playInEditorData.m_entities.IsSet(),
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AZ_Assert(
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m_playInEditorData.m_entities.IsSet(),
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"Invalid Game Mode Entities Container encountered after play-in-editor stopped. "
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"Confirm that the container was initialized correctly");
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m_playInEditorData.m_entities.DespawnAllEntities();
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m_playInEditorData.m_entities.Alert(
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[assets = AZStd::move(m_playInEditorData.m_assets),
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deactivatedEntities = AZStd::move(m_playInEditorData.m_deactivatedEntities)]
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([[maybe_unused]]uint32_t generation) mutable
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deactivatedEntities = AZStd::move(m_playInEditorData.m_deactivatedEntities)]([[maybe_unused]] uint32_t generation) mutable
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{
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auto end = deactivatedEntities.rend();
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for (auto it = deactivatedEntities.rbegin(); it != end; ++it)
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@@ -614,15 +614,15 @@ namespace AzToolsFramework
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AzFramework::GameEntityContextEventBus::Broadcast(&AzFramework::GameEntityContextEventBus::Events::OnGameEntitiesReset);
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});
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m_playInEditorData.m_entities.Clear();
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}
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// Game entity cleanup is queued onto the next tick via the DespawnEntities call.
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// To avoid both game entities and Editor entities active at the same time
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// we flush the tick queue to ensure the game entities are cleared first.
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// The Alert callback that follows the DespawnEntities call will then reactivate the editor entities
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// This should be considered temporary as a move to a less rigid event sequence that supports async entity clean up
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// is the desired direction forward.
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AZ::TickBus::ExecuteQueuedEvents();
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// Game entity cleanup is queued onto the next tick via the DespawnEntities call.
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// To avoid both game entities and Editor entities active at the same time
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// we flush the tick queue to ensure the game entities are cleared first.
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// The Alert callback that follows the DespawnEntities call will then reactivate the editor entities
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// This should be considered temporary as a move to a less rigid event sequence that supports async entity clean up
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// is the desired direction forward.
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AZ::TickBus::ExecuteQueuedEvents();
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}
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m_playInEditorData.m_isEnabled = false;
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}
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