/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include #include namespace Multiplayer { void MultiplayerToolsSystemComponent::Reflect(AZ::ReflectContext* context) { NetworkPrefabProcessor::Reflect(context); } void MultiplayerToolsSystemComponent::Activate() { AZ::Interface::Register(this); } void MultiplayerToolsSystemComponent::Deactivate() { AZ::Interface::Unregister(this); } bool MultiplayerToolsSystemComponent::DidProcessNetworkPrefabs() { return m_didProcessNetPrefabs; } void MultiplayerToolsSystemComponent::SetDidProcessNetworkPrefabs(bool didProcessNetPrefabs) { m_didProcessNetPrefabs = didProcessNetPrefabs; } MultiplayerToolsModule::MultiplayerToolsModule() : AZ::Module() { m_descriptors.insert(m_descriptors.end(), { MultiplayerToolsSystemComponent::CreateDescriptor(), }); } AZ::ComponentTypeList MultiplayerToolsModule::GetRequiredSystemComponents() const { return AZ::ComponentTypeList { azrtti_typeid(), }; } } // namespace Multiplayer AZ_DECLARE_MODULE_CLASS(Gem_Multiplayer_Tools, Multiplayer::MultiplayerToolsModule);