Hierarchy components optimizations
Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com>
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@@ -64,10 +64,8 @@ namespace Multiplayer
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private:
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AZ::ChildChangedEvent::Handler m_childChangedHandler;
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AZ::ParentChangedEvent::Handler m_parentChangedHandler;
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void OnChildChanged(AZ::ChildChangeType type, AZ::EntityId child);
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void OnParentChanged(AZ::EntityId oldParent, AZ::EntityId parent);
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//! Points to the top level root.
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AZ::Entity* m_rootEntity = nullptr;
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+4
-14
@@ -78,22 +78,12 @@ namespace Multiplayer
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//! Rebuilds hierarchy starting from this root component's entity.
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void RebuildHierarchy();
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//! @param underEntity Walk the child entities that belong to @underEntity and consider adding them to the hierarchy
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//! @param currentEntityCount The total number of entities in the hierarchy prior to calling this method,
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//! used to avoid adding too many entities to the hierarchy while walking recursively the relevant entities.
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//! @currentEntityCount will be modified to reflect the total entity count upon completion of this method.
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//! @returns false if an attempt was made to go beyond the maximum supported hierarchy size, true otherwise
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bool RecursiveAttachHierarchicalEntities(AZ::EntityId underEntity, uint32_t& currentEntityCount);
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//! @param entity Add the child entity and any of its relevant children to the hierarchy
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//! @param currentEntityCount The total number of entities in the hierarchy prior to calling this method,
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//! used to avoid adding too many entities to the hierarchy while walking recursively the relevant entities.
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//! @currentEntityCount will be modified to reflect the total entity count upon completion of this method.
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//! @returns false if an attempt was made to go beyond the maximum supported hierarchy size, true otherwise
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bool RecursiveAttachHierarchicalChild(AZ::EntityId entity, uint32_t& currentEntityCount);
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//! @param underEntity Walk the child entities that belong to @underEntity and consider adding them to the hierarchy.
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//! Builds the hierarchy using breadth-first iterative method.
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void InternalBuildHierarchyList(AZ::Entity* underEntity);
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void SetRootForEntity(AZ::Entity* root, const AZ::Entity* childEntity);
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//! Set to false when deactivating or otherwise not to be included in hierarchy considerations.
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bool m_isHierarchyEnabled = true;
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