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80 lines
2.5 KiB
C++
80 lines
2.5 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include "GameEffectSystem_precompiled.h"
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#include "GameEffectSystemGem.h"
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namespace
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{
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/**
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* Console command function for reloading the game effect system's data.
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*/
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void CmdReloadGameFx([[maybe_unused]] IConsoleCmdArgs* pArgs)
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{
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IGameEffectSystem* iGameEffectSystem = nullptr;
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GameEffectSystemRequestBus::BroadcastResult(iGameEffectSystem, &GameEffectSystemRequestBus::Events::GetIGameEffectSystem);
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if (iGameEffectSystem)
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{
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CGameEffectsSystem* cGameEffectsSystem = reinterpret_cast<CGameEffectsSystem*>(iGameEffectSystem);
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cGameEffectsSystem->ReloadData();
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}
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}
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}
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GameEffectSystemGem::GameEffectSystemGem()
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: CryHooksModule()
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, m_gameEffectSystem(nullptr)
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, g_gameFXSystemDebug(0)
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{
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GameEffectSystemRequestBus::Handler::BusConnect();
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}
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GameEffectSystemGem::~GameEffectSystemGem()
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{
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GameEffectSystemRequestBus::Handler::BusDisconnect();
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}
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void GameEffectSystemGem::OnSystemEvent(ESystemEvent event, [[maybe_unused]] UINT_PTR wparam, [[maybe_unused]] UINT_PTR lparam)
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{
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switch (event)
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{
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case ESYSTEM_EVENT_GAME_POST_INIT:
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// Put your init code here
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// All other Gems will exist at this point
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REGISTER_CVAR(g_gameFXSystemDebug, 0, 0, "Toggles game effects system debug state");
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REGISTER_COMMAND("g_reloadGameFx", &CmdReloadGameFx, 0, "Reload all game fx");
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m_gameEffectSystem = new CGameEffectsSystem();
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m_gameEffectSystem->Initialize();
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m_gameEffectSystem->LoadData();
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break;
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case ESYSTEM_EVENT_FULL_SHUTDOWN:
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case ESYSTEM_EVENT_FAST_SHUTDOWN:
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if (m_gameEffectSystem)
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{
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m_gameEffectSystem->ReleaseData();
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m_gameEffectSystem->Destroy();
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delete m_gameEffectSystem;
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m_gameEffectSystem = nullptr;
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}
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break;
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}
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}
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IGameEffectSystem* GameEffectSystemGem::GetIGameEffectSystem()
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{
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return m_gameEffectSystem;
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}
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AZ_DECLARE_MODULE_CLASS(Gem_GameEffectSystem, GameEffectSystemGem)
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