A base class for all multiplayer component controllers responsible for running local prediction logic.
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#include <MultiplayerController.h>
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enum class | InputPriorityOrder { First = 0
, Default = 1000
, SubEntities = 90000
, Last = 100000
} |
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A base class for all multiplayer component controllers responsible for running local prediction logic.
◆ CreateInput()
virtual void Multiplayer::MultiplayerController::CreateInput |
( |
NetworkInput & |
networkInput, |
|
|
float |
deltaTime |
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) |
| |
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protectedpure virtual |
Only valid on a client, should never be invoked on the server.
- Parameters
-
networkInput | input structure to process |
deltaTime | amount of time to integrate the provided inputs over |
◆ CreateInputFromScript()
virtual void Multiplayer::MultiplayerController::CreateInputFromScript |
( |
[[maybe_unused] ]NetworkInput & |
networkInput, |
|
|
[[maybe_unused] ] float |
deltaTime |
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) |
| |
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inlineprotectedvirtual |
Similar to CreateInput, should never be invoked on the server. This only needs to be overridden in components which allow NetworkInput creation to be handled by scripts.
- Parameters
-
networkInput | input structure to process |
deltaTime | amount of time to integrate the provided inputs over |
◆ GetEntity()
AZ::Entity* Multiplayer::MultiplayerController::GetEntity |
( |
| ) |
const |
Returns the raw AZ::Entity pointer for the entity that owns this controller.
- Returns
- the raw AZ::Entity pointer for the entity that owns this controller
◆ GetEntityHandle() [1/2]
Returns the network entity handle for the entity that owns this controller.
- Returns
- the network entity handle for the entity that owns this controller
◆ GetEntityHandle() [2/2]
Returns the network entity handle for the entity that owns this controller.
- Returns
- the network entity handle for the entity that owns this controller
◆ GetEntityId()
AZ::EntityId Multiplayer::MultiplayerController::GetEntityId |
( |
| ) |
const |
- Returns
- the AZ::EntityId of the entity that owns this controller
◆ GetNetBindComponent()
const NetBindComponent* Multiplayer::MultiplayerController::GetNetBindComponent |
( |
| ) |
const |
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protected |
◆ GetNetEntityId()
NetEntityId Multiplayer::MultiplayerController::GetNetEntityId |
( |
| ) |
const |
Returns the networkId for the entity that owns this controller.
- Returns
- the networkId for the entity that owns this controller
◆ GetOwner()
◆ IsNetEntityRoleAuthority()
bool Multiplayer::MultiplayerController::IsNetEntityRoleAuthority |
( |
| ) |
const |
Returns true if this controller has authority.
- Returns
- boolean true if this controller has authority
◆ IsNetEntityRoleAutonomous()
bool Multiplayer::MultiplayerController::IsNetEntityRoleAutonomous |
( |
| ) |
const |
Returns true if this controller has autonomy (can locally predict).
- Returns
- boolean true if this controller has autonomy
◆ ProcessInput()
virtual void Multiplayer::MultiplayerController::ProcessInput |
( |
NetworkInput & |
networkInput, |
|
|
float |
deltaTime |
|
) |
| |
|
protectedpure virtual |
Base execution for ProcessInput packet, do not call directly.
- Parameters
-
networkInput | input structure to process |
deltaTime | amount of time to integrate the provided inputs over |
◆ ProcessInputFromScript()
virtual void Multiplayer::MultiplayerController::ProcessInputFromScript |
( |
[[maybe_unused] ] NetworkInput & |
networkInput, |
|
|
[[maybe_unused] ] float |
deltaTime |
|
) |
| |
|
inlineprotectedvirtual |
Similar to ProcessInput, do not call directly. This only needs to be overridden in components which allow NetworkInput to be processed by script.
- Parameters
-
networkInput | input structure to process |
deltaTime | amount of time to integrate the provided inputs over |
The documentation for this class was generated from the following file:
- Gems/Multiplayer/Code/Include/Multiplayer/Components/MultiplayerController.h