Integrating up through commit 90f050496

This commit is contained in:
alexpete
2021-04-07 14:03:29 -07:00
parent 8f2ed080a9
commit c2cbd430fe
2694 changed files with 285622 additions and 176874 deletions
@@ -58,7 +58,7 @@ namespace GameStateSamples
if (levelSystem && !iSystem->GetGlobalEnvironment()->IsEditor())
{
// Unload the currently loaded level
levelSystem->UnLoadLevel();
levelSystem->UnloadLevel();
if (iSystem->GetI3DEngine())
{
iSystem->GetI3DEngine()->LoadEmptyLevel();
@@ -10,6 +10,11 @@
*
*/
#include <AzCore/Component/TickBus.h>
#include <AzCore/IO/Path/Path.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzFramework/Spawnable/Spawnable.h>
#include <GameState/GameStateRequestBus.h>
#include <GameStateSamples/GameStateMainMenu.h>
#include <GameStateSamples/GameStateOptionsMenu.h>
@@ -135,14 +140,16 @@ namespace GameStateSamples
AZStd::string levelName;
UiButtonBus::EventResult(levelName, entityId, &UiButtonInterface::GetOnClickActionName);
ISystem* iSystem = GetISystem();
IConsole* iConsole = iSystem ? iSystem->GetIConsole() : nullptr;
ILevelSystem* levelSystem = iSystem ? iSystem->GetILevelSystem() : nullptr;
if (levelSystem && !levelName.empty() && iConsole)
if (levelSystem && !levelName.empty())
{
// This command gets delayed by one frame, so we check for the
// actual level load start in GameStateMainMenu::OnSystemEvent
AZStd::string mapCommand = "map " + levelName;
iConsole->ExecuteString(mapCommand.c_str());
AZ::TickBus::QueueFunction([levelSystem, levelName]() {
levelSystem->UnloadLevel();
levelSystem->LoadLevel(levelName.c_str());
});
}
}
@@ -257,6 +264,7 @@ namespace GameStateSamples
return "@assets@/ui/canvases/defaultmainmenuscreen.uicanvas";
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateMainMenu::RefreshLevelListDisplay()
{
@@ -268,48 +276,96 @@ namespace GameStateSamples
"DynamicColumn");
if (dynamicLayoutElementId.IsValid())
{
// Refresh the dynamic layout UI element with the list of levels in the project
ISystem* iSystem = GetISystem();
ILevelSystem* levelSystem = iSystem ? iSystem->GetILevelSystem() : nullptr;
const int numLevels = levelSystem ? levelSystem->GetLevelCount() : 0;
UiDynamicLayoutBus::Event(dynamicLayoutElementId, &UiDynamicLayoutInterface::SetNumChildElements, numLevels);
for (int i = 0; i < numLevels; ++i)
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
if (usePrefabSystemForLevels)
{
// Get the level name (strip folder names from the path)
const char* levelPath = levelSystem->GetLevelInfo(i)->GetName();
const int levelPathLength = strlen(levelPath);
const char* levelName = levelPath;
for (int j = 0; j < levelPathLength; ++j)
// Run through all the assets in the asset catalog and gather up the list of level assets
AZ::Data::AssetType levelAssetType = levelSystem->GetLevelAssetType();
AZStd::vector<AZStd::string> levelNames;
auto enumerateCB = [levelAssetType, &levelNames](
[[maybe_unused]] const AZ::Data::AssetId id,
const AZ::Data::AssetInfo& assetInfo)
{
if ((levelPath[j] == '\\' || levelPath[j] == '/') && j + 1 < levelPathLength)
if (assetInfo.m_assetType == levelAssetType)
{
levelName = levelPath + j + 1;
levelNames.emplace_back(assetInfo.m_relativePath);
}
};
AZ::Data::AssetCatalogRequestBus::Broadcast(
&AZ::Data::AssetCatalogRequestBus::Events::EnumerateAssets, nullptr, enumerateCB, nullptr);
// Add all the levels into the UI as buttons
UiDynamicLayoutBus::Event(dynamicLayoutElementId, &UiDynamicLayoutInterface::SetNumChildElements, levelNames.size());
for (int i = 0; i < levelNames.size(); ++i)
{
AZ::IO::PathView level(levelNames[i].c_str());
// Get the button element id
AZ::EntityId buttonElementId;
UiElementBus::EventResult(buttonElementId, dynamicLayoutElementId, &UiElementInterface::GetChildEntityId, i);
// Get the text element id
AZ::EntityId textElementId;
UiElementBus::EventResult(textElementId, buttonElementId, &UiElementInterface::FindChildEntityIdByName, "Text");
// Set the name, on-click callback, and on-click action name for each button
UiTextBus::Event(textElementId, &UiTextInterface::SetText, level.Filename().Native());
UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickCallback, OnLevelButtonClicked);
UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickActionName, levelNames[i]);
if (i == 0)
{
// Force the first level to be selected
UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::ForceHoverInteractable, buttonElementId);
}
}
// Get the button element id
AZ::EntityId buttonElementId;
UiElementBus::EventResult(buttonElementId,
dynamicLayoutElementId,
&UiElementInterface::GetChildEntityId,
i);
// Get the text element id
AZ::EntityId textElementId;
UiElementBus::EventResult(textElementId,
buttonElementId,
&UiElementInterface::FindChildEntityIdByName,
"Text");
// Set the name, on-click callback, and on-click action name for each button
UiTextBus::Event(textElementId, &UiTextInterface::SetText, levelName);
UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickCallback, OnLevelButtonClicked);
UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickActionName, levelName);
if (i == 0)
}
else
{
// Refresh the dynamic layout UI element with the list of levels in the project
const int numLevels = levelSystem ? levelSystem->GetLevelCount() : 0;
UiDynamicLayoutBus::Event(dynamicLayoutElementId, &UiDynamicLayoutInterface::SetNumChildElements, numLevels);
for (int i = 0; i < numLevels; ++i)
{
// Force the first level to be selected
UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::ForceHoverInteractable, buttonElementId);
// Get the level name (strip folder names from the path)
const char* levelPath = levelSystem->GetLevelInfo(i)->GetName();
const int levelPathLength = strlen(levelPath);
const char* levelName = levelPath;
for (int j = 0; j < levelPathLength; ++j)
{
if ((levelPath[j] == '\\' || levelPath[j] == '/') && j + 1 < levelPathLength)
{
levelName = levelPath + j + 1;
}
}
// Get the button element id
AZ::EntityId buttonElementId;
UiElementBus::EventResult(buttonElementId, dynamicLayoutElementId, &UiElementInterface::GetChildEntityId, i);
// Get the text element id
AZ::EntityId textElementId;
UiElementBus::EventResult(textElementId, buttonElementId, &UiElementInterface::FindChildEntityIdByName, "Text");
// Set the name, on-click callback, and on-click action name for each button
UiTextBus::Event(textElementId, &UiTextInterface::SetText, levelName);
UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickCallback, OnLevelButtonClicked);
UiButtonBus::Event(buttonElementId, &UiButtonInterface::SetOnClickActionName, levelName);
if (i == 0)
{
// Force the first level to be selected
UiCanvasBus::Event(m_mainMenuCanvasEntityId, &UiCanvasInterface::ForceHoverInteractable, buttonElementId);
}
}
}
}