/* * 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 #include #include namespace Multiplayer { //! @class NetworkSpawnableHolderComponent //! @brief Component for holding a reference to the network spawnable to make sure it is loaded with the original one. class NetworkSpawnableHolderComponent final : public AZ::Component { public: AZ_COMPONENT(NetworkSpawnableHolderComponent, "{B0E3ADEE-FCB4-4A32-8D4F-6920F1CB08E4}"); static void Reflect(AZ::ReflectContext* context); NetworkSpawnableHolderComponent() = default; ~NetworkSpawnableHolderComponent() override = default; //! AZ::Component overrides. //! @{ void Activate() override; void Deactivate() override; //! @} void SetNetworkSpawnableAsset(AZ::Data::Asset networkSpawnableAsset); private: AZ::Data::Asset m_networkSpawnableAsset{ AZ::Data::AssetLoadBehavior::PreLoad }; }; } // namespace Multiplayer