#include <EntityContext.h>
Inherits EntityIdContextQueryBus::MultiHandler, AZ::EntityBus::MultiHandler, EntityContextRequestBus::Handler, and EntityOwnershipServiceNotificationBus::Handler.
Inherited by AzFramework::GameEntityContextComponent.
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| AZ_TYPE_INFO (EntityContext, "{4F98A6B9-C7B5-450E-8A8A-30EEFC411EF5}") |
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| EntityContext (AZ::SerializeContext *serializeContext=nullptr) |
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| EntityContext (const EntityContextId &contextId, AZ::SerializeContext *serializeContext=nullptr) |
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| EntityContext (const EntityContextId &contextId, AZStd::unique_ptr< EntityOwnershipService > entityOwnershipService, AZ::SerializeContext *serializeContext=nullptr) |
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void | InitContext () |
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void | DestroyContext () |
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| const EntityContextId & | GetContextId () const |
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AZ::Entity * | CreateEntity (const char *name) override |
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void | AddEntity (AZ::Entity *entity) override |
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void | ActivateEntity (AZ::EntityId entityId) override |
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void | DeactivateEntity (AZ::EntityId entityId) override |
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bool | DestroyEntity (AZ::Entity *entity) override |
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bool | DestroyEntityById (AZ::EntityId entityId) override |
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AZ::Entity * | CloneEntity (const AZ::Entity &sourceEntity) override |
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void | ResetContext () override |
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static void | Reflect (AZ::ReflectContext *context) |
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static AZStd::shared_ptr< Scene > | FindContainingScene (const EntityContextId &contextId) |
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EntityContextId | GetOwningContextId () override |
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void | PrepareForEntityOwnershipServiceReset () override |
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void | OnEntityOwnershipServiceReset () override |
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void | OnEntitiesReloadedFromStream (const EntityList &entities) override |
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void | OnEntityDestruction (const AZ::EntityId &entityId) override |
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void | HandleEntitiesAdded (const EntityList &entities) |
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void | HandleEntitiesRemoved (const EntityIdList &entityIds) |
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AZ::SerializeContext * | GetSerializeContext () const |
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| virtual void | OnContextEntitiesAdded (const EntityList &) |
| | Entity context derived implementations can conduct specialized actions when internal events occur, such as adds/removals/resets.
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virtual void | OnContextEntityRemoved (const AZ::EntityId &) |
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virtual void | OnRootEntityReloaded () |
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virtual void | PrepareForContextReset () |
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virtual void | OnContextReset () |
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| virtual bool | ValidateEntitiesAreValidForContext (const EntityList &entities) |
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| bool | IsOwnedByThisContext (const AZ::EntityId &entityId) |
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AZ::SerializeContext * | m_serializeContext |
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EntityContextId | m_contextId |
| | Id of the context, used to address bus messages.
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EntityContextEventBus::BusPtr | m_eventBusPtr |
| | Pre-bound event bus for the context.
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AZStd::unique_ptr< EntityOwnershipService > | m_entityOwnershipService |
| | EntityOwnershipService is responsible for the management of entities used by this context. Such as loading, creation, etc.
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bool | m_contextIsResetting = false |
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Provides services for a group of entities under the umbrella of a given context.
e.g. Edit-time entities and runtime entities would belong to separate contexts.
A context owns a root entity, which can be serialized in or out. Interfaces are provided for creating entities owned by the context.
Entity contexts are not required to use entities, but provide a package for managing independent prefab hierarchies (i.e. a level, a world, etc).
◆ GetContextId()
- Returns
- the context's Id, which is used to listen on a given context's request or event bus.
◆ IsOwnedByThisContext()
| bool AzFramework::EntityContext::IsOwnedByThisContext |
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const AZ::EntityId & |
entityId | ) |
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Determine if the entity with the given ID is owned by this Entity Context
- Parameters
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| entityId | An entity ID to check |
- Returns
- true if this context owns the entity with the given id.
◆ OnContextEntitiesAdded()
| virtual void AzFramework::EntityContext::OnContextEntitiesAdded |
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const EntityList & |
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◆ ValidateEntitiesAreValidForContext()
| virtual bool AzFramework::EntityContext::ValidateEntitiesAreValidForContext |
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const EntityList & |
entities | ) |
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Used to validate that the given list of entities are valid for this context For example they could be non-UI entities being instantiated in a UI context
Reimplemented in AzFramework::GameEntityContextComponent.
The documentation for this class was generated from the following file:
- Code/Framework/AzFramework/AzFramework/Entity/EntityContext.h