Files
o3de/Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateLevelLoading.inl
T
2021-03-08 14:30:57 -08:00

63 lines
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 <GameState/GameStateRequestBus.h>
#include <GameStateSamples/GameStateLevelLoading.h>
#include <GameStateSamples/GameStateLevelRunning.h>
#include <IConsole.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameStateSamples
{
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelLoading::OnEnter()
{
ISystem* iSystem = GetISystem();
if (iSystem)
{
iSystem->GetISystemEventDispatcher()->RegisterListener(this);
}
IConsole* iConsole = iSystem ? iSystem->GetIConsole() : nullptr;
if (iConsole)
{
iConsole->GetCVar("level_load_screen_uicanvas_path")->Set("@assets@/ui/canvases/defaultlevelloadingscreen.uicanvas");
iConsole->GetCVar("level_load_screen_sequence_to_auto_play")->Set("DefaultLevelLoadingAnimatedSequence");
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelLoading::OnExit()
{
if (ISystem* iSystem = GetISystem())
{
iSystem->GetISystemEventDispatcher()->RemoveListener(this);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
inline void GameStateLevelLoading::OnSystemEvent(ESystemEvent event, UINT_PTR, UINT_PTR)
{
if (event == ESYSTEM_EVENT_LEVEL_LOAD_END)
{
// Replace the level loading game state with the level running game state
AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelLoading>(),
"The active game state is not of type GameStateLevelLoading");
AZ_Assert(!GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateLevelRunning>(),
"The game state stack already contains an instance of GameStateLevelRunning");
AZStd::shared_ptr<GameState::IGameState> gameStateLevelRunning = GameState::GameStateRequests::CreateNewOverridableGameStateOfType<GameStateLevelRunning>();
GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::ReplaceActiveGameState, gameStateLevelRunning);
}
}
}