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C++ API Reference (Version 1.10)

AzFramework::GameEntityContextRequests Class Reference

Interface for AzFramework::GameEntityContextRequestBus, which is the EBus that makes requests to the game entity context. More...

Inherits AZ::EBusTraits.

Public Member Functions

virtual ~GameEntityContextRequests ()=default
 Destroys the instance of the class. More...
 
virtual EntityContextId GetGameEntityContextId ()
 Gets the ID of the game entity context. More...
 
virtual AZ::EntityCreateGameEntity (const char *)
 Creates an entity in the game context. More...
 
virtual void AddGameEntity (AZ::Entity *)
 Adds an existing entity to the game context. More...
 
virtual void DestroyGameEntity (const AZ::EntityId &)
 Destroys an entity. More...
 
virtual void DestroyGameEntityAndDescendants (const AZ::EntityId &)
 Destroys an entity and all of its descendants. More...
 
virtual void ActivateGameEntity (const AZ::EntityId &)
 Activates the game entity. More...
 
virtual void DeactivateGameEntity (const AZ::EntityId &)
 Deactivates the game entity. More...
 
virtual bool DestroyDynamicSliceByEntity (const AZ::EntityId &)
 Destroys an entire dynamic slice instance given the ID of any entity within the slice. More...
 
virtual SliceInstantiationTicket InstantiateDynamicSlice (const AZ::Data::Asset< AZ::Data::AssetData > &, const AZ::Transform &, const AZ::EntityUtils::EntityIdMapper &)
 Instantiates a dynamic slice asynchronously. More...
 
virtual bool LoadFromStream (AZ::IO::GenericStream &, bool)
 Loads game entities from a stream. More...
 
virtual void ResetGameContext ()
 Completely resets the game context. More...
 
virtual void MarkEntityForNoActivation (AZ::EntityId)
 Specifies that a given entity should not be activated by default after it is created. More...
 
virtual AZStd::string GetEntityName (const AZ::EntityId &)
 Returns the entity's name. More...
 

Static Public Attributes

static const AZ::EBusHandlerPolicy HandlerPolicy
 Overrides the default AZ::EBusTraits handler policy so that this EBus supports a single handler at each address. 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...
 

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...
 
- Protected Member Functions inherited from AZ::EBusTraits
 ~EBusTraits ()=default
 A destructor. More...
 

Detailed Description

Interface for AzFramework::GameEntityContextRequestBus, which is the EBus that makes requests to the game entity context.

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

Constructor & Destructor Documentation

◆ ~GameEntityContextRequests()

virtual AzFramework::GameEntityContextRequests::~GameEntityContextRequests ( )
virtualdefault

Destroys the instance of the class.

Member Function Documentation

◆ ActivateGameEntity()

virtual void AzFramework::GameEntityContextRequests::ActivateGameEntity ( const AZ::EntityId )
inlinevirtual

Activates the game entity.

Parameters
idThe ID of the entity to activate.

◆ AddGameEntity()

virtual void AzFramework::GameEntityContextRequests::AddGameEntity ( AZ::Entity )
inlinevirtual

Adds an existing entity to the game context.

Parameters
entityA pointer to the entity to add to the game context.

◆ CreateGameEntity()

virtual AZ::Entity* AzFramework::GameEntityContextRequests::CreateGameEntity ( const char *  )
inlinevirtual

Creates an entity in the game context.

Parameters
nameA name for the new entity.
Returns
A pointer to a new entity.

◆ DeactivateGameEntity()

virtual void AzFramework::GameEntityContextRequests::DeactivateGameEntity ( const AZ::EntityId )
inlinevirtual

Deactivates the game entity.

Parameters
idThe ID of the entity to deactivate.

◆ DestroyDynamicSliceByEntity()

virtual bool AzFramework::GameEntityContextRequests::DestroyDynamicSliceByEntity ( const AZ::EntityId )
inlinevirtual

Destroys an entire dynamic slice instance given the ID of any entity within the slice.

Parameters
idThe ID of the entity whose dynamic slice instance you want to destroy.
Returns
True if the dynamic slice instance was successfully destroyed. Otherwise, false.

◆ DestroyGameEntity()

virtual void AzFramework::GameEntityContextRequests::DestroyGameEntity ( const AZ::EntityId )
inlinevirtual

Destroys an entity.

The entity is immediately deactivated and will be destroyed on the next tick.

Parameters
idThe ID of the entity to destroy.

◆ DestroyGameEntityAndDescendants()

virtual void AzFramework::GameEntityContextRequests::DestroyGameEntityAndDescendants ( const AZ::EntityId )
inlinevirtual

Destroys an entity and all of its descendants.

The entity and its descendants are immediately deactivated and will be destroyed on the next tick.

Parameters
idThe ID of the entity to destroy.

◆ GetEntityName()

virtual AZStd::string AzFramework::GameEntityContextRequests::GetEntityName ( const AZ::EntityId )
inlinevirtual

Returns the entity's name.

Parameters
idThe ID of the entity.
Returns
The name of the entity. Returns an empty string if the entity cannot be found.

◆ GetGameEntityContextId()

virtual EntityContextId AzFramework::GameEntityContextRequests::GetGameEntityContextId ( )
inlinevirtual

Gets the ID of the game entity context.

Returns
The ID of the game entity context.

◆ InstantiateDynamicSlice()

virtual SliceInstantiationTicket AzFramework::GameEntityContextRequests::InstantiateDynamicSlice ( const AZ::Data::Asset< AZ::Data::AssetData > &  ,
const AZ::Transform &  ,
const AZ::EntityUtils::EntityIdMapper &   
)
inlinevirtual

Instantiates a dynamic slice asynchronously.

Parameters
sliceAssetA reference to the slice asset data.
worldTransformA reference to the world transform to apply to the slice.
customIdMapperAn ID mapping function that is used when instantiating the slice.
Returns
A ticket that identifies the slice instantiation request. Callers can immediately subscribe to the AzFramework::SliceInstantiationResultBus for this ticket to receive results for this request.

◆ LoadFromStream()

virtual bool AzFramework::GameEntityContextRequests::LoadFromStream ( AZ::IO::GenericStream &  ,
bool   
)
inlinevirtual

Loads game entities from a stream.

Parameters
streamThe root slice.
remapIdsUse true to remap the entity IDs after the stream is loaded.
Returns
True if the stream successfully loaded. Otherwise, false. This operation can fail if the source file is corrupt or the data could not be up-converted.

◆ MarkEntityForNoActivation()

virtual void AzFramework::GameEntityContextRequests::MarkEntityForNoActivation ( AZ::EntityId  )
inlinevirtual

Specifies that a given entity should not be activated by default after it is created.

Parameters
entityIdThe entity that should not be activated by default.

◆ ResetGameContext()

virtual void AzFramework::GameEntityContextRequests::ResetGameContext ( )
inlinevirtual

Completely resets the game context.

This includes deleting all slices and entities.

Member Data Documentation

◆ HandlerPolicy

const AZ::EBusHandlerPolicy AzFramework::GameEntityContextRequests::HandlerPolicy
static

Overrides the default AZ::EBusTraits handler policy so that this EBus supports a single handler at each address.

This EBus has only one handler because it uses the default AZ::EBusTraits address policy, and that policy specifies that the EBus has only one address.


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