Changes to get visibility system working again in-game

This commit is contained in:
karlberg
2021-05-03 16:26:11 -07:00
parent a73d25dfe6
commit 822368ef01
46 changed files with 269 additions and 150 deletions
@@ -1100,6 +1100,10 @@ namespace UnitTest
void UnregisterComponentDescriptor(const ComponentDescriptor*) override {}
void RegisterEntityAddedEventHandler(EntityAddedEvent::Handler&) override {}
void RegisterEntityRemovedEventHandler(EntityRemovedEvent::Handler&) override {}
void RegisterEntityActivatedEventHandler(EntityActivatedEvent::Handler&) override {}
void RegisterEntityDeactivatedEventHandler(EntityDeactivatedEvent::Handler&) override {}
void SignalEntityActivated(AZ::Entity* entity) override {}
void SignalEntityDeactivated(AZ::Entity* entity) override {}
bool AddEntity(Entity*) override { return true; }
bool RemoveEntity(Entity*) override { return true; }
bool DeleteEntity(const EntityId&) override { return true; }
@@ -1125,6 +1129,7 @@ namespace UnitTest
AllocatorsFixture::SetUp();
ComponentApplicationBus::Handler::BusConnect();
AZ::Interface<AZ::ComponentApplicationRequests>::Register(this);
m_serializeContext.reset(aznew AZ::SerializeContext(true, true));
Entity::Reflect(m_serializeContext.get());
@@ -1139,6 +1144,7 @@ namespace UnitTest
m_descriptors.set_capacity(0);
m_serializeContext.reset();
AZ::Interface<AZ::ComponentApplicationRequests>::Unregister(this);
ComponentApplicationBus::Handler::BusDisconnect();
AllocatorsFixture::TearDown();