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57 lines
2.0 KiB
C++
57 lines
2.0 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/Components/LocalPredictionPlayerInputComponent.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/EditContext.h>
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namespace Multiplayer
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{
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void LocalPredictionPlayerInputComponent::LocalPredictionPlayerInputComponent::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<LocalPredictionPlayerInputComponent, LocalPredictionPlayerInputComponentBase>()
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->Version(1);
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}
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LocalPredictionPlayerInputComponentBase::Reflect(context);
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}
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void LocalPredictionPlayerInputComponentController::HandleSendClientInput
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(
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[[maybe_unused]] const Multiplayer::NetworkInputVector& inputArray,
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[[maybe_unused]] const uint32_t& stateHash,
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[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
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)
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{
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;
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}
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void LocalPredictionPlayerInputComponentController::HandleSendMigrateClientInput
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(
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[[maybe_unused]] const Multiplayer::MigrateNetworkInputVector& inputArray
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)
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{
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;
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}
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void LocalPredictionPlayerInputComponentController::HandleSendClientInputCorrection
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(
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[[maybe_unused]] const Multiplayer::NetworkInputId& inputId,
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[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& correction
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)
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{
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;
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}
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}
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