Integrating latest 47acbe8
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Source/Components/MultiplayerController.h>
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#include <Source/Components/MultiplayerComponent.h>
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#include <Source/Components/NetBindComponent.h>
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namespace Multiplayer
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{
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MultiplayerController::MultiplayerController(MultiplayerComponent& owner)
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: m_owner(owner)
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{
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;
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}
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NetEntityId MultiplayerController::GetNetEntityId() const
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{
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return m_owner.GetNetEntityId();
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}
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AZ::Entity* MultiplayerController::GetEntity() const
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{
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return m_owner.GetEntity();
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}
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ConstNetworkEntityHandle MultiplayerController::GetEntityHandle() const
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{
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return m_owner.GetEntityHandle();
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}
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NetworkEntityHandle MultiplayerController::GetEntityHandle()
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{
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return m_owner.GetEntityHandle();
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}
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const NetBindComponent* MultiplayerController::GetNetBindComponent() const
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{
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return m_owner.GetNetBindComponent();
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}
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NetBindComponent* MultiplayerController::GetNetBindComponent()
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{
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return m_owner.GetNetBindComponent();
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}
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bool MultiplayerController::IsProcessingInput() const
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{
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//return m_owner.GetNetBindComponent()->IsProcessingInput();
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return false;
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}
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MultiplayerController* MultiplayerController::FindController(const AZ::Uuid& typeId, const NetworkEntityHandle& entityHandle) const
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{
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if (const AZ::Entity* entity = entityHandle.GetEntity())
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{
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MultiplayerComponent* component = azrtti_cast<MultiplayerComponent*>(entity->FindComponent(typeId));
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if (component != nullptr)
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{
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return component->GetController();
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}
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}
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return nullptr;
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}
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}
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