/* * 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 { //! Multiplayer Tools system component provides serialize context reflection for tools-only systems. class MultiplayerToolsSystemComponent final : public AZ::Component { public: AZ_COMPONENT(MultiplayerToolsSystemComponent, "{65AF5342-0ECE-423B-B646-AF55A122F72B}"); static void Reflect(AZ::ReflectContext* context) { NetworkPrefabProcessor::Reflect(context); } MultiplayerToolsSystemComponent() = default; ~MultiplayerToolsSystemComponent() override = default; /// AZ::Component overrides. void Activate() override { } void Deactivate() override { } }; 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);