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o3de/Gems/LmbrCentral/Code/Source/Builders/LevelBuilder/LevelBuilderComponent.cpp
T
2021-04-07 14:03:29 -07:00

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2.8 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.
*
*/
#include <LmbrCentral_precompiled.h>
#include "LevelBuilderComponent.h"
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContextConstants.inl>
#include <AzFramework/API/ApplicationAPI.h>
namespace LevelBuilder
{
void LevelBuilderComponent::Activate()
{
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
// No need to build level.pak files when using the prefab system.
if (usePrefabSystemForLevels)
{
return;
}
AssetBuilderSDK::AssetBuilderDesc builderDescriptor;
builderDescriptor.m_name = "LevelBuilderWorker";
// This builder only works with the level.pak exported from levels. Other pak files are handled by the copy job.
builderDescriptor.m_patterns.emplace_back(
AssetBuilderSDK::AssetBuilderPattern(".*\\/level\\.pak$", AssetBuilderSDK::AssetBuilderPattern::PatternType::Regex));
builderDescriptor.m_busId = azrtti_typeid<LevelBuilderWorker>();
builderDescriptor.m_version = 8;
builderDescriptor.m_createJobFunction =
AZStd::bind(&LevelBuilderWorker::CreateJobs, &m_levelBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
builderDescriptor.m_processJobFunction =
AZStd::bind(&LevelBuilderWorker::ProcessJob, &m_levelBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
m_levelBuilder.BusConnect(builderDescriptor.m_busId);
AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBusTraits::RegisterBuilderInformation, builderDescriptor);
}
void LevelBuilderComponent::Deactivate()
{
m_levelBuilder.BusDisconnect();
}
void LevelBuilderComponent::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<LevelBuilderComponent, AZ::Component>()
->Version(2)
->Attribute(AZ::Edit::Attributes::SystemComponentTags, AZStd::vector<AZ::Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }));
}
}
}