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o3de/Gems/Multiplayer/Code/Source/Components/MultiplayerController.cpp

88 lines
2.5 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.
*
*/
#include <Source/Components/MultiplayerController.h>
#include <Source/Components/MultiplayerComponent.h>
#include <Source/Components/NetBindComponent.h>
namespace Multiplayer
{
MultiplayerController::MultiplayerController(MultiplayerComponent& owner)
: m_owner(owner)
{
;
}
NetEntityId MultiplayerController::GetNetEntityId() const
{
return m_owner.GetNetEntityId();
}
NetEntityRole MultiplayerController::GetNetEntityRole() const
{
return GetNetBindComponent()->GetNetEntityRole();
}
AZ::Entity* MultiplayerController::GetEntity() const
{
return m_owner.GetEntity();
}
ConstNetworkEntityHandle MultiplayerController::GetEntityHandle() const
{
return m_owner.GetEntityHandle();
}
NetworkEntityHandle MultiplayerController::GetEntityHandle()
{
return m_owner.GetEntityHandle();
}
const NetBindComponent* MultiplayerController::GetNetBindComponent() const
{
return m_owner.GetNetBindComponent();
}
NetBindComponent* MultiplayerController::GetNetBindComponent()
{
return m_owner.GetNetBindComponent();
}
const MultiplayerComponent& MultiplayerController::GetOwner() const
{
return m_owner;
}
MultiplayerComponent& MultiplayerController::GetOwner()
{
return m_owner;
}
bool MultiplayerController::IsProcessingInput() const
{
return GetNetBindComponent()->IsProcessingInput();
}
MultiplayerController* MultiplayerController::FindController(const AZ::Uuid& typeId, const NetworkEntityHandle& entityHandle) const
{
if (const AZ::Entity* entity = entityHandle.GetEntity())
{
MultiplayerComponent* component = azrtti_cast<MultiplayerComponent*>(entity->FindComponent(typeId));
if (component != nullptr)
{
return component->GetController();
}
}
return nullptr;
}
}