#include <GameEntityContextComponent.h>
Inherits AZ::Component, AzFramework::EntityContext, and GameEntityContextRequestBus::Handler.
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| AZ_COMPONENT (GameEntityContextComponent, "{DA235454-DD9C-468C-AE70-404E415BAA6C}") |
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void | Init () override |
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void | Activate () override |
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void | Deactivate () override |
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AZ::Uuid | GetGameEntityContextId () override |
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EntityContext * | GetGameEntityContextInstance () override |
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void | ResetGameContext () override |
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AZ::Entity * | CreateGameEntity (const char *name) override |
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BehaviorEntity | CreateGameEntityForBehaviorContext (const char *name) override |
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void | AddGameEntity (AZ::Entity *entity) override |
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void | DestroyGameEntity (const AZ::EntityId &) override |
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void | DestroyGameEntityAndDescendants (const AZ::EntityId &) override |
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void | ActivateGameEntity (const AZ::EntityId &) override |
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void | DeactivateGameEntity (const AZ::EntityId &) override |
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bool | LoadFromStream (AZ::IO::GenericStream &stream, bool remapIds) override |
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AZStd::string | GetEntityName (const AZ::EntityId &id) override |
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AZ::Entity * | CreateEntity (const char *name) override |
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void | OnRootEntityReloaded () override |
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void | OnContextEntitiesAdded (const EntityList &entities) override |
| Entity context derived implementations can conduct specialized actions when internal events occur, such as adds/removals/resets.
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void | OnContextReset () override |
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bool | ValidateEntitiesAreValidForContext (const EntityList &entities) override |
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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 void | GetProvidedServices (AZ::ComponentDescriptor::DependencyArrayType &provided) |
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static void | GetIncompatibleServices (AZ::ComponentDescriptor::DependencyArrayType &incompatible) |
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static void | GetRequiredServices (AZ::ComponentDescriptor::DependencyArrayType &required) |
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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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using | SceneStorageType = EntityContext * |
| The type used to store entity in AzFramework::Scene.
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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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System component responsible for owning the game entity context.
The game entity context owns entities in the game runtime, as well as during play-in-editor. These entities typically own game/runtime components, not inheriting from EditorComponentBase.
◆ OnContextEntitiesAdded()
void AzFramework::GameEntityContextComponent::OnContextEntitiesAdded |
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const EntityList & |
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overridevirtual |
Entity context derived implementations can conduct specialized actions when internal events occur, such as adds/removals/resets.
Reimplemented from AzFramework::EntityContext.
◆ OnContextReset()
void AzFramework::GameEntityContextComponent::OnContextReset |
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overridevirtual |
◆ OnRootEntityReloaded()
void AzFramework::GameEntityContextComponent::OnRootEntityReloaded |
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overridevirtual |
◆ ValidateEntitiesAreValidForContext()
bool AzFramework::GameEntityContextComponent::ValidateEntitiesAreValidForContext |
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const EntityList & |
entities | ) |
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overridevirtual |
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 from AzFramework::EntityContext.
The documentation for this class was generated from the following file:
- Code/Framework/AzFramework/AzFramework/Entity/GameEntityContextComponent.h