Converted to use AZ::Events for hiearchy notifications. Added unittests.
Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com>
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@@ -124,6 +124,16 @@ namespace Multiplayer
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return GetEntity();
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}
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void NetworkHierarchyRootComponent::BindNetworkHierarchyChangedEventHandler(NetworkHierarchyChangedEvent::Handler& handler)
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{
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handler.Connect(m_networkHierarchyChangedEvent);
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}
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void NetworkHierarchyRootComponent::BindNetworkHierarchyLeaveEventHandler(NetworkHierarchyLeaveEvent::Handler& handler)
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{
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handler.Connect(m_networkHierarchyLeaveEvent);
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}
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void NetworkHierarchyRootComponent::OnParentChanged([[maybe_unused]] AZ::EntityId oldParent, AZ::EntityId newParent)
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{
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const AZ::EntityId entityBusId = *AZ::TransformNotificationBus::GetCurrentBusId();
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@@ -168,6 +178,8 @@ namespace Multiplayer
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uint32_t currentEntityCount = aznumeric_cast<uint32_t>(m_hierarchicalEntities.size());
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RecursiveAttachHierarchicalEntities(GetEntityId(), currentEntityCount);
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m_networkHierarchyChangedEvent.Signal(GetEntityId());
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}
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bool NetworkHierarchyRootComponent::RecursiveAttachHierarchicalEntities(AZ::EntityId underEntity, uint32_t& currentEntityCount)
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@@ -255,6 +267,8 @@ namespace Multiplayer
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}
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}
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}
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m_networkHierarchyChangedEvent.Signal(GetEntityId());
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}
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void NetworkHierarchyRootComponent::SetTopLevelHierarchyRootEntity(AZ::Entity* hierarchyRoot)
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