/* * 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 namespace Multiplayer { void NetworkSpawnableHolderComponent::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { serializeContext->Class() ->Version(1) ->Field("AssetRef", &NetworkSpawnableHolderComponent::m_networkSpawnableAsset); } } NetworkSpawnableHolderComponent::NetworkSpawnableHolderComponent() { } void NetworkSpawnableHolderComponent::Activate() { } void NetworkSpawnableHolderComponent::Deactivate() { } void NetworkSpawnableHolderComponent::SetNetworkSpawnableAsset(AZ::Data::Asset networkSpawnableAsset) { m_networkSpawnableAsset = networkSpawnableAsset; } AZ::Data::Asset NetworkSpawnableHolderComponent::GetNetworkSpawnableAsset() { return m_networkSpawnableAsset; } }