Added missing EntityId.h include to FocusModeInterface.h (#4396)

* Added missing EntityId.h include to FocusModeInterface.h

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Non-unity build fix

Adding missing BehaviorContext.h includes to Multiplayer Gem

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added missing BehaviorContext.h include to NetworkCharacterComponent

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
This commit is contained in:
lumberyard-employee-dm
2021-09-29 17:49:02 -05:00
committed by GitHub
parent 0f4a9d70b5
commit 816a623c97
3 changed files with 7 additions and 4 deletions
@@ -12,6 +12,7 @@
#include <AzCore/Interface/Interface.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace AzNetworking
@@ -8,6 +8,7 @@
#pragma once
#include <AzCore/Component/EntityId.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/Serialization/SerializeContext.h>
@@ -8,6 +8,7 @@
#include <Multiplayer/Components/NetworkCharacterComponent.h>
#include <Multiplayer/Components/NetworkRigidBodyComponent.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzFramework/Visibility/EntityBoundsUnionBus.h>
#include <AzFramework/Physics/CharacterBus.h>
#include <AzFramework/Physics/Character.h>
@@ -19,7 +20,7 @@
namespace Multiplayer
{
bool CollisionLayerBasedControllerFilter(const physx::PxController& controllerA, const physx::PxController& controllerB)
{
PHYSX_SCENE_READ_LOCK(controllerA.getActor()->getScene());
@@ -82,7 +83,7 @@ namespace Multiplayer
return physx::PxQueryHitType::eNONE;
}
void NetworkCharacterComponent::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
@@ -116,7 +117,7 @@ namespace Multiplayer
callbackManager->SetObjectPreFilter(CollisionLayerBasedObjectPreFilter);
}
}
if (!HasController())
{
GetNetworkTransformComponent()->TranslationAddEvent(m_translationEventHandler);
@@ -134,7 +135,7 @@ namespace Multiplayer
}
void NetworkCharacterComponent::OnSyncRewind()
{
{
if (m_physicsCharacter == nullptr)
{
return;