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43 lines
1.4 KiB
C++
43 lines
1.4 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 <Source/Pipeline/NetworkSpawnableHolderComponent.h>
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#include <AzCore/Serialization/SerializeContext.h>
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namespace Multiplayer
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{
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void NetworkSpawnableHolderComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<NetworkSpawnableHolderComponent, AZ::Component>()
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->Version(1)
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->Field("AssetRef", &NetworkSpawnableHolderComponent::m_networkSpawnableAsset);
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}
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}
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void NetworkSpawnableHolderComponent::Activate()
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{
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}
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void NetworkSpawnableHolderComponent::Deactivate()
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{
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}
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void NetworkSpawnableHolderComponent::SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset)
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{
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m_networkSpawnableAsset = networkSpawnableAsset;
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}
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}
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