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o3de/Code/CryEngine/CrySystem/LevelSystem/SpawnableLevelSystem.h

94 lines
3.5 KiB
C++

/*
* 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 "ILevelSystem.h"
#include <AzCore/Console/IConsole.h>
#include <AzFramework/Archive/IArchive.h>
#include <AzFramework/Spawnable/RootSpawnableInterface.h>
namespace LegacyLevelSystem
{
class SpawnableLevelSystem
: public ILevelSystem
, public AzFramework::RootSpawnableNotificationBus::Handler
{
public:
explicit SpawnableLevelSystem(ISystem* pSystem);
~SpawnableLevelSystem() override;
// ILevelSystem
void Release() override;
void AddListener(ILevelSystemListener* pListener) override;
void RemoveListener(ILevelSystemListener* pListener) override;
bool LoadLevel(const char* levelName) override;
void UnloadLevel() override;
bool IsLevelLoaded() override;
const char* GetCurrentLevelName() const override;
// If the level load failed then we need to have a different shutdown procedure vs when a level is naturally unloaded
void SetLevelLoadFailed(bool loadFailed) override;
bool GetLevelLoadFailed() override;
AZ::Data::AssetType GetLevelAssetType() const override;
// The following methods are deprecated from ILevelSystem and will be removed once slice support is removed.
// [LYN-2376] Remove once legacy slice support is removed
void Rescan([[maybe_unused]] const char* levelsFolder) override;
int GetLevelCount() override;
ILevelInfo* GetLevelInfo([[maybe_unused]] int level) override;
ILevelInfo* GetLevelInfo([[maybe_unused]] const char* levelName) override;
private:
void OnRootSpawnableAssigned(AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, uint32_t generation) override;
void OnRootSpawnableReleased(uint32_t generation) override;
void PrepareNextLevel(const char* levelName);
bool LoadLevelInternal(const char* levelName);
// Methods to notify ILevelSystemListener
void OnPrepareNextLevel(const char* levelName);
void OnLevelNotFound(const char* levelName);
void OnLoadingStart(const char* levelName);
void OnLoadingComplete(const char* levelName);
void OnLoadingError(const char* levelName, const char* error);
void OnLoadingProgress(const char* levelName, int progressAmount);
void OnUnloadComplete(const char* levelName);
void LogLoadingTime();
ISystem* m_pSystem{nullptr};
AZStd::string m_lastLevelName;
float m_fLastLevelLoadTime{0.0f};
float m_fLastTime{0.0f};
bool m_bLevelLoaded{false};
bool m_levelLoadFailed{false};
int m_nLoadedLevelsCount{0};
CTimeValue m_levelLoadStartTime;
AZStd::vector<ILevelSystemListener*> m_listeners;
// Information about the currently-loaded root spawnable, used for tracking loads and unloads.
uint64_t m_rootSpawnableGeneration{0};
AZ::Data::AssetId m_rootSpawnableId{};
};
} // namespace LegacyLevelSystem