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o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateLevelLoading.inl
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

59 lines
2.5 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <GameState/GameStateRequestBus.h>
#include <GameStateSamples/GameStateLevelLoading.h>
#include <GameStateSamples/GameStateLevelRunning.h>
#include <IConsole.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelLoading::OnEnter()
{
ISystem* iSystem = GetISystem();
if (iSystem)
{
iSystem->GetISystemEventDispatcher()->RegisterListener(this);
}
IConsole* iConsole = iSystem ? iSystem->GetIConsole() : nullptr;
if (iConsole)
{
iConsole->GetCVar("level_load_screen_uicanvas_path")->Set("@assets@/ui/canvases/defaultlevelloadingscreen.uicanvas");
iConsole->GetCVar("level_load_screen_sequence_to_auto_play")->Set("DefaultLevelLoadingAnimatedSequence");
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelLoading::OnExit()
{
if (ISystem* iSystem = GetISystem())
{
iSystem->GetISystemEventDispatcher()->RemoveListener(this);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelLoading::OnSystemEvent(ESystemEvent event, UINT_PTR, UINT_PTR)
{
if (event == ESYSTEM_EVENT_LEVEL_LOAD_END)
{
// Replace the level loading game state with the level running game state
AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelLoading>(),
"The active game state is not of type GameStateLevelLoading");
AZ_Assert(!GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateLevelRunning>(),
"The game state stack already contains an instance of GameStateLevelRunning");
AZStd::shared_ptr<GameState::IGameState> gameStateLevelRunning = GameState::GameStateRequests::CreateNewOverridableGameStateOfType<GameStateLevelRunning>();
GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::ReplaceActiveGameState, gameStateLevelRunning);
}
}
}