43 lines
1.2 KiB
C++
43 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MassSubsystemBase.h"
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#include "MassEntityManager.h"
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#include "MassEntitySubsystem.generated.h"
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#define UE_API MASSENTITY_API
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/**
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* The sole responsibility of this world subsystem class is to host the default instance of FMassEntityManager
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* for a given UWorld. All the gameplay-related use cases of Mass (found in MassGameplay and related plugins)
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* use this by default.
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*/
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UCLASS(MinimalAPI)
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class UMassEntitySubsystem : public UMassSubsystemBase
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{
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GENERATED_BODY()
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//~USubsystem interface
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UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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UE_API virtual void PostInitialize() override;
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UE_API virtual void Deinitialize() override;
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//~End of USubsystem interface
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public:
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UE_API UMassEntitySubsystem();
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//~UObject interface
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UE_API virtual void GetResourceSizeEx(FResourceSizeEx& CumulativeResourceSize) override;
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//~End of UObject interface
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const FMassEntityManager& GetEntityManager() const { check(EntityManager); return *EntityManager.Get(); }
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FMassEntityManager& GetMutableEntityManager() { check(EntityManager); return *EntityManager.Get(); }
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protected:
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TSharedPtr<FMassEntityManager> EntityManager;
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};
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#undef UE_API
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