Merged MultiplayerPipeline from CodeCommit
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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/Component/Component.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzFramework/Spawnable/Spawnable.h>
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namespace Multiplayer
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{
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//! @class NetworkSpawnableHolderComponent
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//! @brief Component for holding a reference to the network spawnable to make sure it is loaded with the original one.
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class NetworkSpawnableHolderComponent final : public AZ::Component
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{
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public:
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AZ_COMPONENT(NetworkSpawnableHolderComponent, "{B0E3ADEE-FCB4-4A32-8D4F-6920F1CB08E4}");
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static void Reflect(AZ::ReflectContext* context);
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NetworkSpawnableHolderComponent() = default;
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~NetworkSpawnableHolderComponent() override = default;
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//! AZ::Component overrides.
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//! @{
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void Activate() override;
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void Deactivate() override;
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//! @}
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void SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset);
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private:
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AZ::Data::Asset<AzFramework::Spawnable> m_networkSpawnableAsset{ AZ::Data::AssetLoadBehavior::PreLoad };
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};
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} // namespace Multiplayer
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