/* * 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. * */ #pragma once #include namespace AzToolsFramework::Prefab::PrefabConversionUtils { class PrefabProcessorContext; } namespace Multiplayer { using AzToolsFramework::Prefab::PrefabConversionUtils::PrefabProcessor; using AzToolsFramework::Prefab::PrefabConversionUtils::PrefabProcessorContext; using AzToolsFramework::Prefab::PrefabDom; class NetworkPrefabProcessor : public PrefabProcessor { public: AZ_CLASS_ALLOCATOR(NetworkPrefabProcessor, AZ::SystemAllocator, 0); AZ_RTTI(Multiplayer::NetworkPrefabProcessor, "{AF6C36DA-CBB9-4DF4-AE2D-7BC6CCE65176}", PrefabProcessor); ~NetworkPrefabProcessor() override = default; void Process(PrefabProcessorContext& context) override; static void Reflect(AZ::ReflectContext* context); protected: static void ProcessPrefab(PrefabProcessorContext& context, AZStd::string_view prefabName, PrefabDom& prefab); }; }