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44 lines
1.5 KiB
C++
44 lines
1.5 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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#pragma once
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/std/string/string.h>
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#include <AzFramework/Asset/AssetCatalogBus.h>
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#include <AzCore/Name/Name.h>
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namespace Multiplayer
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{
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/// Implementation of the network prefab library interface.
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class NetworkSpawnableLibrary final
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: private AzFramework::AssetCatalogEventBus::Handler
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{
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public:
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NetworkSpawnableLibrary();
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~NetworkSpawnableLibrary();
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void BuildPrefabsList();
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void ProcessSpawnableAsset(const AZStd::string& relativePath, AZ::Data::AssetId id);
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/// AssetCatalogEventBus overrides.
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void OnCatalogLoaded(const char* catalogFile) override;
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AZ::Name GetPrefabNameFromAssetId(AZ::Data::AssetId assetId);
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AZ::Data::AssetId GetAssetIdByName(AZ::Name name);
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private:
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AZStd::unordered_map<AZ::Name, AZ::Data::AssetId> m_spawnables;
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AZStd::unordered_map<AZ::Data::AssetId, AZ::Name> m_spawnablesReverseLookup;
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};
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}
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