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o3de/Gems/Multiplayer/Code/Include/Multiplayer/IMultiplayerTools.h

40 lines
1.5 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 <AzCore/RTTI/RTTI.h>
namespace Multiplayer
{
//! IMultiplayer provides insight into the Multiplayer session and its Agents
class IMultiplayerTools
{
public:
// NetworkPrefabProcessor is the only class that should be setting process network prefab status
friend class NetworkPrefabProcessor;
AZ_RTTI(IMultiplayerTools, "{E8A80EAB-29CB-4E3B-A0B2-FFCB37060FB0}");
virtual ~IMultiplayerTools() = default;
//! Returns if network prefab processing has created currently active or pending spawnables
//! @return If network prefab processing has created currently active or pending spawnables
virtual bool DidProcessNetworkPrefabs() = 0;
private:
//! Sets if network prefab processing has created currently active or pending spawnables
//! @param didProcessNetPrefabs if network prefab processing has created currently active or pending spawnables
virtual void SetDidProcessNetworkPrefabs(bool didProcessNetPrefabs) = 0;
};
}