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o3de/Gems/GameEffectSystem/Code/source/GameEffectSystemGem.cpp

80 lines
2.5 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.
*
*/
#include "GameEffectSystem_precompiled.h"
#include "GameEffectSystemGem.h"
namespace
{
/**
* Console command function for reloading the game effect system's data.
*/
void CmdReloadGameFx([[maybe_unused]] IConsoleCmdArgs* pArgs)
{
IGameEffectSystem* iGameEffectSystem = nullptr;
GameEffectSystemRequestBus::BroadcastResult(iGameEffectSystem, &GameEffectSystemRequestBus::Events::GetIGameEffectSystem);
if (iGameEffectSystem)
{
CGameEffectsSystem* cGameEffectsSystem = reinterpret_cast<CGameEffectsSystem*>(iGameEffectSystem);
cGameEffectsSystem->ReloadData();
}
}
}
GameEffectSystemGem::GameEffectSystemGem()
: CryHooksModule()
, m_gameEffectSystem(nullptr)
, g_gameFXSystemDebug(0)
{
GameEffectSystemRequestBus::Handler::BusConnect();
}
GameEffectSystemGem::~GameEffectSystemGem()
{
GameEffectSystemRequestBus::Handler::BusDisconnect();
}
void GameEffectSystemGem::OnSystemEvent(ESystemEvent event, [[maybe_unused]] UINT_PTR wparam, [[maybe_unused]] UINT_PTR lparam)
{
switch (event)
{
case ESYSTEM_EVENT_GAME_POST_INIT:
// Put your init code here
// All other Gems will exist at this point
REGISTER_CVAR(g_gameFXSystemDebug, 0, 0, "Toggles game effects system debug state");
REGISTER_COMMAND("g_reloadGameFx", &CmdReloadGameFx, 0, "Reload all game fx");
m_gameEffectSystem = new CGameEffectsSystem();
m_gameEffectSystem->Initialize();
m_gameEffectSystem->LoadData();
break;
case ESYSTEM_EVENT_FULL_SHUTDOWN:
case ESYSTEM_EVENT_FAST_SHUTDOWN:
if (m_gameEffectSystem)
{
m_gameEffectSystem->ReleaseData();
m_gameEffectSystem->Destroy();
delete m_gameEffectSystem;
m_gameEffectSystem = nullptr;
}
break;
}
}
IGameEffectSystem* GameEffectSystemGem::GetIGameEffectSystem()
{
return m_gameEffectSystem;
}
AZ_DECLARE_MODULE_CLASS(Gem_GameEffectSystem, GameEffectSystemGem)