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o3de/Gems/Multiplayer/Code/Source/Pipeline/NetworkSpawnableHolderCompo...

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/*
* 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/Component/Component.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzFramework/Spawnable/Spawnable.h>
namespace Multiplayer
{
//! @class NetworkSpawnableHolderComponent
//! @brief Component for holding a reference to the network spawnable to make sure it is loaded with the original one.
class NetworkSpawnableHolderComponent final : public AZ::Component
{
public:
AZ_COMPONENT(NetworkSpawnableHolderComponent, "{B0E3ADEE-FCB4-4A32-8D4F-6920F1CB08E4}");
static void Reflect(AZ::ReflectContext* context);
NetworkSpawnableHolderComponent() = default;
~NetworkSpawnableHolderComponent() override = default;
//! AZ::Component overrides.
//! @{
void Activate() override;
void Deactivate() override;
//! @}
void SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset);
private:
AZ::Data::Asset<AzFramework::Spawnable> m_networkSpawnableAsset{ AZ::Data::AssetLoadBehavior::PreLoad };
};
} // namespace Multiplayer