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o3de/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkSpawnableLibrary.h

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