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o3de/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputChild.h

40 lines
1.4 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Multiplayer/NetworkInput/NetworkInput.h>
namespace Multiplayer
{
//! Max number of entities that can be children of our netbound player entity.
static constexpr uint32_t MaxEntityHierarchyChildren = 16;
//! Used by the EntityHierarchyComponent. This component allows the gameplay programmer to specify inputs for dependent entities.
//! Since it is possible to for the Client/Server to disagree about the state of related entities,
//! this network input encodes the entity that is associated with it.
class NetworkInputChild
{
public:
NetworkInputChild() = default;
NetworkInputChild(const NetworkInputChild& rhs) = default;
NetworkInputChild(const ConstNetworkEntityHandle& entityHandle);
NetworkInputChild& operator= (const NetworkInputChild& rhs);
void Attach(const ConstNetworkEntityHandle& entityHandle);
const ConstNetworkEntityHandle& GetOwner() const;
const NetworkInput& GetNetworkInput() const;
NetworkInput& GetNetworkInput();
bool Serialize(AzNetworking::ISerializer& serializer);
private:
ConstNetworkEntityHandle m_owner;
NetworkInput m_networkInput;
};
}