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C++ API Reference (Version 1.10)

AzFramework::GameEntityContextEvents Class Reference

Interface for the AzFramework::GameEntityContextEventBus, which is the EBus that dispatches notification events from the game entity context. More...

Inherits AZ::EBusTraits.

Public Member Functions

virtual ~GameEntityContextEvents ()=default
 Destroys the instance of the class. More...
 
virtual void OnGameEntitiesStarted ()
 Signals that the game entity context is loaded and activated, which happens at the start of a level. More...
 
virtual void OnGameEntitiesReset ()
 Signals that the game entity context is shut down or reset. More...
 
virtual void OnSliceInstantiated (const AZ::Data::AssetId &, const AZ::SliceComponent::SliceInstanceAddress &, const SliceInstantiationTicket &)
 Signals that a slice was instantiated successfully. More...
 
virtual void OnSliceInstantiationFailed (const AZ::Data::AssetId &, const SliceInstantiationTicket &)
 Signals that a slice asset could not be instantiated. More...
 

Additional Inherited Members

- Public Types inherited from AZ::EBusTraits
using AllocatorType = AZStd::allocator
 Allocator used by the EBus. More...
 
using BusIdType = NullBusId
 The type of ID that is used to address the EBus. More...
 
using BusIdOrderCompare = NullBusIdCompare
 Sorting function for EBus address IDs. More...
 
using BusHandlerOrderCompare = BusHandlerCompareDefault
 Sorting function for EBus event handlers. More...
 
using MutexType = NullMutex
 Locking primitive that is used when connecting handlers to the EBus or executing events. More...
 
using EventQueueMutexType = NullMutex
 Locking primitive that is used when adding and removing events from the queue. More...
 
template<class Bus >
using ConnectionPolicy = EBusConnectionPolicy< Bus >
 Enables custom logic to run when a handler connects or disconnects from the EBus. More...
 
template<class Context >
using StoragePolicy = EBusEnvironmentStoragePolicy< Context >
 Specifies where EBus data is stored. More...
 
template<class Bus >
using RouterPolicy = EBusRouterPolicy< Bus >
 Controls the flow of EBus events. More...
 
- Static Public Attributes inherited from AZ::EBusTraits
static const EBusHandlerPolicy HandlerPolicy
 Defines how many handlers can connect to an address on the EBus and the order in which handlers at each address receive events. More...
 
static const EBusAddressPolicy AddressPolicy
 Defines how many addresses exist on the EBus. More...
 
static const bool EnableEventQueue
 Specifies whether the EBus supports an event queue. More...
 
- Protected Member Functions inherited from AZ::EBusTraits
 ~EBusTraits ()=default
 A destructor. More...
 

Detailed Description

Interface for the AzFramework::GameEntityContextEventBus, which is the EBus that dispatches notification events from the game entity context.

The game entity context holds gameplay entities, as opposed to system entities, editor entities, and so on.

Constructor & Destructor Documentation

◆ ~GameEntityContextEvents()

virtual AzFramework::GameEntityContextEvents::~GameEntityContextEvents ( )
virtualdefault

Destroys the instance of the class.

Member Function Documentation

◆ OnGameEntitiesReset()

virtual void AzFramework::GameEntityContextEvents::OnGameEntitiesReset ( )
inlinevirtual

Signals that the game entity context is shut down or reset.

This is equivalent to the end of a level. This event will be valid even if the concept of levels is eradicated. In that case, its meaning will vary depending on how and if the game uses the game entity context.

◆ OnGameEntitiesStarted()

virtual void AzFramework::GameEntityContextEvents::OnGameEntitiesStarted ( )
inlinevirtual

Signals that the game entity context is loaded and activated, which happens at the start of a level.

If the concept of levels is eradicated, this event will be removed.

◆ OnSliceInstantiated()

virtual void AzFramework::GameEntityContextEvents::OnSliceInstantiated ( const AZ::Data::AssetId &  ,
const AZ::SliceComponent::SliceInstanceAddress &  ,
const SliceInstantiationTicket  
)
inlinevirtual

Signals that a slice was instantiated successfully.

Parameters
sliceAssetIdThe asset ID of the slice to instantiate.
instanceThe slice instance.
ticketA ticket that identifies the slice instantiation request.

◆ OnSliceInstantiationFailed()

virtual void AzFramework::GameEntityContextEvents::OnSliceInstantiationFailed ( const AZ::Data::AssetId &  ,
const SliceInstantiationTicket  
)
inlinevirtual

Signals that a slice asset could not be instantiated.

Parameters
sliceAssetIdThe asset ID of the slice that failed to instantiate.
ticketA ticket that identifies the slice instantiation request.

The documentation for this class was generated from the following file: