Interface for
AzFramework::GameEntityContextRequestBus
, which is the EBus that makes requests to the game entity context.
More...
Inherits
AZ::EBusTraits
.
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.
◆
~GameEntityContextRequests()
virtual AzFramework::GameEntityContextRequests::~GameEntityContextRequests
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(
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)
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virtual
default
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Destroys the instance of the class.
◆
ActivateGameEntity()
virtual void AzFramework::GameEntityContextRequests::ActivateGameEntity
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(
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const
AZ::EntityId
&
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)
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inline
virtual
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Activates the game entity.
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Parameters
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id
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The ID of the entity to activate.
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◆
AddGameEntity()
virtual void AzFramework::GameEntityContextRequests::AddGameEntity
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(
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AZ::Entity
*
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)
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inline
virtual
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Adds an existing entity to the game context.
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Parameters
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entity
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A pointer to the entity to add to the game context.
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◆
CreateGameEntity()
virtual
AZ::Entity
* AzFramework::GameEntityContextRequests::CreateGameEntity
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(
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const char *
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)
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inline
virtual
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Creates an entity in the game context.
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Parameters
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name
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A name for the new entity.
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Returns
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A pointer to a new entity.
◆
DeactivateGameEntity()
virtual void AzFramework::GameEntityContextRequests::DeactivateGameEntity
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(
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const
AZ::EntityId
&
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)
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inline
virtual
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Deactivates the game entity.
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Parameters
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id
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The ID of the entity to deactivate.
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◆
DestroyDynamicSliceByEntity()
virtual bool AzFramework::GameEntityContextRequests::DestroyDynamicSliceByEntity
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(
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const
AZ::EntityId
&
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)
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inline
virtual
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Destroys an entire dynamic slice instance given the ID of any entity within the slice.
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Parameters
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id
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The ID of the entity whose dynamic slice instance you want to destroy.
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Returns
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True if the dynamic slice instance was successfully destroyed. Otherwise, false.
◆
DestroyGameEntity()
virtual void AzFramework::GameEntityContextRequests::DestroyGameEntity
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(
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const
AZ::EntityId
&
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)
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inline
virtual
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Destroys an entity.
The entity is immediately deactivated and will be destroyed on the next tick.
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Parameters
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id
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The ID of the entity to destroy.
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◆
DestroyGameEntityAndDescendants()
virtual void AzFramework::GameEntityContextRequests::DestroyGameEntityAndDescendants
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(
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const
AZ::EntityId
&
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)
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inline
virtual
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Destroys an entity and all of its descendants.
The entity and its descendants are immediately deactivated and will be destroyed on the next tick.
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Parameters
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id
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The ID of the entity to destroy.
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◆
GetEntityName()
virtual AZStd::string AzFramework::GameEntityContextRequests::GetEntityName
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(
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const
AZ::EntityId
&
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)
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inline
virtual
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Returns the entity's name.
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Parameters
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Returns
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The name of the entity. Returns an empty string if the entity cannot be found.
◆
GetGameEntityContextId()
virtual
EntityContextId
AzFramework::GameEntityContextRequests::GetGameEntityContextId
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(
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)
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inline
virtual
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Gets the ID of the game entity context.
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Returns
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The ID of the game entity context.
◆
InstantiateDynamicSlice()
virtual
SliceInstantiationTicket
AzFramework::GameEntityContextRequests::InstantiateDynamicSlice
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(
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const AZ::Data::Asset< AZ::Data::AssetData > &
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,
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const AZ::Transform &
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,
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const AZ::EntityUtils::EntityIdMapper &
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)
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inline
virtual
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Instantiates a dynamic slice asynchronously.
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Parameters
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sliceAsset
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A reference to the slice asset data.
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worldTransform
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A reference to the world transform to apply to the slice.
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customIdMapper
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An ID mapping function that is used when instantiating the slice.
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Returns
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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
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(
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AZ::IO::GenericStream &
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,
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bool
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)
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inline
virtual
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Loads game entities from a stream.
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Parameters
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stream
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The root slice.
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remapIds
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Use true to remap the entity IDs after the stream is loaded.
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Returns
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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
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(
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AZ::EntityId
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)
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inline
virtual
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Specifies that a given entity should not be activated by default after it is created.
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Parameters
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entityId
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The entity that should not be activated by default.
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◆
ResetGameContext()
virtual void AzFramework::GameEntityContextRequests::ResetGameContext
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(
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)
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inline
virtual
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Completely resets the game context.
This includes deleting all slices and entities.
◆
HandlerPolicy
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: