#include <SliceAsset.h>
Inherits AZ::Data::AssetData.
Inherited by AZ::DynamicSliceAsset.
Static Public Member Functions | |
| static const char * | GetFileFilter () |
| static constexpr u32 | GetAssetSubId () |
Static Public Member Functions inherited from AZ::Data::AssetData | |
| static void | Reflect (ReflectContext *context) |
Protected Attributes | |
| Entity * | m_entity |
| Root entity that should contain only the slice component. | |
| SliceComponent * | m_component |
| Slice component for this asset. | |
| bool | m_ignoreNextAutoReload |
Protected Attributes inherited from AZ::Data::AssetData | |
| AZStd::atomic_int | m_useCount { 0 } |
| AZStd::atomic_int | m_weakUseCount { 0 } |
| AZStd::atomic< AssetStatus > | m_status |
| AssetId | m_assetId |
| AssetHandler * | m_registeredHandler { nullptr } |
| int | m_creationToken = s_defaultCreationToken |
| AZStd::bitset< 32 > | m_flags |
Friends | |
| class | SliceAssetHandler |
Additional Inherited Members | |
Public Types inherited from AZ::Data::AssetData | |
| enum class | AssetStatus : int { NotLoaded , Queued , StreamReady , Loading , LoadedPreReady , ReadyPreNotify , Ready , Error } |
Protected Types inherited from AZ::Data::AssetData | |
| enum class | AssetDataFlags : AZ::u32 { Requeue = 0 } |
Protected Member Functions inherited from AZ::Data::AssetData | |
| virtual bool | IsRegisterReadonlyAndShareable () |
| bool | GetFlag (const AssetDataFlags &checkFlag) const |
| void | SetFlag (const AssetDataFlags &checkFlag, bool setValue) |
| bool | GetRequeue () const |
| void | SetRequeue (bool requeue) |
| void | RegisterWithHandler (AssetHandler *assetHandler) |
| void | UnregisterWithHandler () |
| AssetData (const AssetData &)=delete | |
Represents a Slice asset.
|
overridevirtual |
Invoked by the AssetManager to determine if this SliceAsset data object should be reloaded when a change to the asset on disk is detected. Checks the state of m_ignoreNextAutoReload to determine this and sets m_ignoreNextAutoReload to false at the end. During a Create Slice operation in Editor the reload is prevented as we have already built the asset in memory and a reload is not needed.
Reimplemented from AZ::Data::AssetData.
| bool AZ::SliceAsset::SetData | ( | Entity * | entity, |
| SliceComponent * | component, | ||
| bool | deleteExisting = true |
||
| ) |
Overwrites the current asset data (if any) and set the asset ready (if not).
| deleteExisting | deletes the existing entity on set (if one exist) |