Refactored spawning network entities to use SpawnableEntityManager instead of duplicating the code in NetworkEntityManager
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@@ -78,6 +78,12 @@ namespace Multiplayer
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const AZ::Transform& transform
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) = 0;
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//! Configures new networked entity
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//! @param netEntity the entity to setup
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//! @param prefabEntryId the name of the spawnable the entity originated from
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//! @param netEntityRole the net role the entity should be setup for
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virtual void SetupNetEntity(AZ::Entity* netEntity, PrefabEntityId prefabEntityId, NetEntityRole netEntityRole) = 0;
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//! Returns an ConstEntityPtr for the provided entityId.
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//! @param netEntityId the netEntityId to get an ConstEntityPtr for
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//! @return the requested ConstEntityPtr
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@@ -0,0 +1,34 @@
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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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#pragma once
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/Name/Name.h>
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#include <AzCore/std/string/string.h>
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namespace Multiplayer
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{
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//! @class INetworkSpawnableLibrary
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//! @brief The interface for managing network spawnables.
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class INetworkSpawnableLibrary
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{
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public:
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AZ_RTTI(INetworkSpawnableLibrary, "{A3CF809C-6C1D-4B43-B2C4-3901B5DE1ABE}");
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virtual ~INetworkSpawnableLibrary() = default;
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virtual void BuildSpawnablesList() = 0;
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virtual void ProcessSpawnableAsset(const AZStd::string& relativePath, AZ::Data::AssetId id) = 0;
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virtual AZ::Name GetSpawnableNameFromAssetId(AZ::Data::AssetId assetId) = 0;
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virtual AZ::Data::AssetId GetAssetIdByName(AZ::Name name) = 0;
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};
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}
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