Merge branch 'stabilization/2106' into JsonSerialization/ArrayDefaultsFix
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@@ -406,6 +406,7 @@ namespace AZ
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AZStd::vector<AZ::BehaviorParameter> eventParamsTypes{ AZStd::initializer_list<AZ::BehaviorParameter>{
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CreateBehaviorEventParameter<decay_array<T>>()... } };
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behaviorContext->Class<AZ::Event<T...>>()
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->Attribute(AZ::Script::Attributes::ExcludeFrom, AZ::Script::Attributes::ExcludeFlags::ListOnly)
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->Attribute(AZ::Script::Attributes::EventHandlerCreationFunction, createHandlerHolder)
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->Attribute(AZ::Script::Attributes::EventParameterTypes, eventParamsTypes)
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->Method("HasHandlerConnected", &AZ::Event<T...>::HasHandlerConnected)
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@@ -413,6 +414,7 @@ namespace AZ
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behaviorContext->Class<AZ::EventHandler<T...>>()
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->Method("Disconnect", &AZ::EventHandler<T...>::Disconnect)
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->Attribute(AZ::Script::Attributes::ExcludeFrom, AZ::Script::Attributes::ExcludeFlags::ListOnly)
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;
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}
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}
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+12
-6
@@ -29,15 +29,20 @@ namespace Benchmark
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{},
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m_pathString));
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auto& prefabDom = m_prefabSystemComponent->FindTemplateDom(instance->GetTemplateId());
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for (auto _ : state)
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{
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state.PauseTiming();
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AzFramework::Spawnable spawnable;
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AzToolsFramework::Prefab::SpawnableUtils::CreateSpawnable(spawnable, prefabDom);
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state.ResumeTiming();
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// Create a vector to store spawnables so that they don't get destroyed immediately after construction.
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AZStd::vector<AZStd::unique_ptr<AzFramework::Spawnable>> spawnables;
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spawnables.reserve(numSpawnables);
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for (int spwanableCounter = 0; spwanableCounter < numSpawnables; ++spwanableCounter)
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{
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AZStd::unique_ptr<AzFramework::Spawnable> spawnable = AZStd::make_unique<AzFramework::Spawnable>();
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AzToolsFramework::Prefab::SpawnableUtils::CreateSpawnable(*spawnable, prefabDom);
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spawnables.push_back(AZStd::move(spawnable));
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}
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}
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state.SetComplexityN(numSpawnables);
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@@ -50,3 +55,4 @@ namespace Benchmark
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}
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#endif
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