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using | Assets = AZStd::vector< AZ::Data::Asset< AZ::Data::AssetData > > |
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using | CreateSpawnableResult = AZ::Outcome< AZStd::reference_wrapper< AZ::Data::Asset< AZ::Data::AssetData > >, AZStd::string > |
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using | RemoveSpawnableResult = AZ::Outcome< void, AZStd::string > |
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using | AssetDataInfoPair = AZStd::pair< AZ::Data::AssetData *, AZ::Data::AssetInfo > |
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using | AssetDataInfoContainer = AZStd::vector< AssetDataInfoPair > |
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using | SpawnableAssets = AZStd::unordered_map< AZStd::string, SpawnableAssetData > |
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| AZ_CLASS_ALLOCATOR (InMemorySpawnableAssetContainer, AZ::SystemAllocator) |
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RemoveSpawnableResult | RemoveInMemorySpawnableAsset (AZStd::string_view spawnableName) |
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AZ::Data::AssetId | GetInMemorySpawnableAssetId (AZStd::string_view spawnableName) const |
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bool | HasInMemorySpawnableAsset (AZStd::string_view spawnableName) const |
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void | ClearAllInMemorySpawnableAssets () |
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SpawnableAssets && | MoveAllInMemorySpawnableAssets () |
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const SpawnableAssets & | GetAllInMemorySpawnableAssets () const |
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CreateSpawnableResult | CreateInMemorySpawnableAsset (AssetDataInfoContainer &assetDataInfoContainer, bool loadReferencedAssets, const AZStd::string &targetSpawnableName) |
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CreateSpawnableResult | CreateInMemorySpawnableAsset (Spawnable *spawnable, const AZ::Data::AssetId &assetId, bool loadReferencedAssets, const AZStd::string &targetSpawnableName) |
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◆ CreateInMemorySpawnableAsset() [1/2]
CreateSpawnableResult AzFramework::InMemorySpawnableAssetContainer::CreateInMemorySpawnableAsset |
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AssetDataInfoContainer & |
assetDataInfoContainer, |
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bool |
loadReferencedAssets, |
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const AZStd::string & |
targetSpawnableName |
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) |
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Creates an in-memory spawnable asset given a list of product asset data
- Parameters
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assetDataInfoContainer | a list of asset data/info pairs to be converted into a spawnable asset |
loadReferencedAssets | a boolean that indicates whether to load the assets referenced from the asset data |
targetSpawnableName | the name of the target spawnable whose asset should be returned upon success |
- Returns
- an outcome containing the target spawnable asset upon success
◆ CreateInMemorySpawnableAsset() [2/2]
CreateSpawnableResult AzFramework::InMemorySpawnableAssetContainer::CreateInMemorySpawnableAsset |
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Spawnable * |
spawnable, |
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const AZ::Data::AssetId & |
assetId, |
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bool |
loadReferencedAssets, |
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const AZStd::string & |
targetSpawnableName |
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) |
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Creates an in-memory spawnable asset given a single spawnable asset data. Ex. a network server receives in-memory spawnable data from client and creates a spawnable asset
- Parameters
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spawnable | the spawnable asset data to be converted into a spawnable asset |
assetId | the Id of the new asset |
assetSize | the size of the new asset |
loadReferencedAssets | a boolean that indicates whether to load the assets referenced from the asset data |
targetSpawnableName | the name of the target spawnable whose asset should be returned upon success |
- Returns
- an outcome containing the target spawnable asset upon success
The documentation for this class was generated from the following file:
- Code/Framework/AzFramework/AzFramework/Spawnable/InMemorySpawnableAssetContainer.h