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159 lines
6.8 KiB
C++
159 lines
6.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "EditorSpawnerComponent.h"
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#include "SpawnerComponent.h"
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#include <QMessageBox>
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#include <QApplication>
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#include <AzCore/Asset/AssetSerializer.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Slice/SliceComponent.h>
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#include <AzFramework/Entity/EntityContextBus.h>
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#include <AzFramework/Slice/SliceEntityBus.h>
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namespace LmbrCentral
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{
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void EditorSpawnerComponent::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<EditorSpawnerComponent, AZ::Component>()
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->Version(1)
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->Field("Slice", &EditorSpawnerComponent::m_sliceAsset)
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->Field("SpawnOnActivate", &EditorSpawnerComponent::m_spawnOnActivate)
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->Field("DestroyOnDeactivate", &EditorSpawnerComponent::m_destroyOnDeactivate)
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;
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AZ::EditContext* editContext = serializeContext->GetEditContext();
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if (editContext)
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{
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editContext->Class<EditorSpawnerComponent>("Spawner", "The Spawner component allows an entity to spawn a design-time or run-time dynamic slice (*.dynamicslice) at the entity's location with an optional offset")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Category, "Gameplay")
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->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/Spawner.svg")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/Spawner.svg")
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->DataElement(0, &EditorSpawnerComponent::m_sliceAsset, "Dynamic slice", "The slice to spawn")
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->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorSpawnerComponent::SliceAssetChanged)
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->DataElement(0, &EditorSpawnerComponent::m_spawnOnActivate, "Spawn on activate", "Should the component spawn the selected slice upon activation?")
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->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorSpawnerComponent::SpawnOnActivateChanged)
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->DataElement(0, &EditorSpawnerComponent::m_destroyOnDeactivate, "Destroy on deactivate", "Upon deactivation, should the component destroy any slices it spawned?")
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;
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}
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}
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}
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void EditorSpawnerComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services)
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{
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SpawnerComponent::GetProvidedServices(services);
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}
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void EditorSpawnerComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& services)
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{
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SpawnerComponent::GetRequiredServices(services);
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}
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void EditorSpawnerComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& services)
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{
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SpawnerComponent::GetDependentServices(services);
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}
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bool EditorSpawnerComponent::HasInfiniteLoop()
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{
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// If we are set to spawn on activate, then we need to make sure we don't point to ourself or we create an infinite spawn loop
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AZ::SliceComponent::SliceInstanceAddress sliceInstanceAddress;
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AzFramework::SliceEntityRequestBus::EventResult(sliceInstanceAddress, GetEntityId(),
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&AzFramework::SliceEntityRequestBus::Events::GetOwningSlice);
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if (m_spawnOnActivate && sliceInstanceAddress.GetReference())
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{
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// Compare the ids because one is source and the other is going to be the dynamic slice
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return m_sliceAsset.GetId().m_guid == sliceInstanceAddress.GetReference()->GetSliceAsset().GetId().m_guid;
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}
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return false;
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}
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AZ::u32 EditorSpawnerComponent::SliceAssetChanged()
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{
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if (HasInfiniteLoop())
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{
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QMessageBox(QMessageBox::Warning,
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"Input Error",
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"Your spawner is set to Spawn on Activate. You cannot set the spawner to spawn a dynamic slice that contains this entity or it will spawn infinitely!",
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QMessageBox::Ok, QApplication::activeWindow()).exec();
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m_sliceAsset = AZ::Data::Asset<AZ::DynamicSliceAsset>();
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// We have to refresh entire tree to update the asset control until the bug is fixed. Just refreshing values does not properly update the UI.
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// Once LY-71192 (and the other variants) are fixed, this can be changed to ::ValuesOnly
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return AZ::Edit::PropertyRefreshLevels::EntireTree;
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}
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return AZ::Edit::PropertyRefreshLevels::None;
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}
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AZ::u32 EditorSpawnerComponent::SpawnOnActivateChanged()
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{
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if (HasInfiniteLoop())
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{
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QMessageBox(QMessageBox::Warning,
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"Input Error",
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"Your spawner is set to spawn a dynamic slice that contains this entity. You cannot set the spawner to be Spawn on Activate or it will spawn infinitely!",
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QMessageBox::Ok, QApplication::activeWindow()).exec();
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m_spawnOnActivate = false;
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return AZ::Edit::PropertyRefreshLevels::ValuesOnly;
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}
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return AZ::Edit::PropertyRefreshLevels::None;
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}
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bool EditorSpawnerComponent::ReadInConfig(const AZ::ComponentConfig* baseConfig)
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{
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if (auto config = azrtti_cast<const SpawnerConfig*>(baseConfig))
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{
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m_sliceAsset = config->m_sliceAsset;
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m_spawnOnActivate = config->m_spawnOnActivate;
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m_destroyOnDeactivate = config->m_destroyOnDeactivate;
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return true;
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}
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return false;
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}
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bool EditorSpawnerComponent::WriteOutConfig(AZ::ComponentConfig* outBaseConfig) const
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{
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if (auto config = azrtti_cast<SpawnerConfig*>(outBaseConfig))
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{
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config->m_sliceAsset = m_sliceAsset;
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config->m_spawnOnActivate = m_spawnOnActivate;
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config->m_destroyOnDeactivate = m_destroyOnDeactivate;
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return true;
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}
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return false;
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}
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void EditorSpawnerComponent::BuildGameEntity(AZ::Entity* gameEntity)
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{
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// Add corresponding gameComponent to gameEntity.
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auto gameComponent = gameEntity->CreateComponent<SpawnerComponent>();
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SpawnerConfig config;
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config.m_sliceAsset = m_sliceAsset;
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config.m_spawnOnActivate = m_spawnOnActivate;
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config.m_destroyOnDeactivate = m_destroyOnDeactivate;
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gameComponent->SetConfiguration(config);
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}
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} // namespace LmbrCentral
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