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Gems/WarehouseAutomation/Code/Source/ConveyorBelt Expand file tree Collapse file tree 2 files changed +5
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lines changed Original file line number Diff line number Diff line change @@ -80,15 +80,15 @@ namespace WarehouseAutomation
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if (splinePtr)
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{
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m_splineConsPtr = splinePtr;
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- m_sceneFinishSimHandler = AzPhysics::SceneEvents::OnSceneSimulationFinishHandler (
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+ m_sceneSimStartHandler = AzPhysics::SceneEvents::OnSceneSimulationStartHandler (
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[this ]([[maybe_unused]] AzPhysics::SceneHandle sceneHandle, float fixedDeltaTime)
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{
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SpawnSegments (fixedDeltaTime);
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MoveSegmentsPhysically (fixedDeltaTime);
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DespawnSegments ();
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},
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aznumeric_cast<int32_t >(AzPhysics::SceneEvents::PhysicsStartFinishSimulationPriority::Components));
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- sceneInterface->RegisterSceneSimulationFinishHandler (defaultSceneHandle, m_sceneFinishSimHandler );
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+ sceneInterface->RegisterSceneSimulationStartHandler (defaultSceneHandle, m_sceneSimStartHandler );
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const auto & [startPoint, endPoint] = GetStartAndEndPointOfBelt (splinePtr);
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m_startPoint = startPoint;
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m_endPoint = endPoint;
@@ -114,9 +114,9 @@ namespace WarehouseAutomation
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void ConveyorBeltComponent::Deactivate ()
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{
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- if (m_sceneFinishSimHandler .IsConnected ())
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+ if (m_sceneSimStartHandler .IsConnected ())
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{
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- m_sceneFinishSimHandler .Disconnect ();
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+ m_sceneSimStartHandler .Disconnect ();
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}
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ConveyorBeltRequestBus::Handler::BusDisconnect ();
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AZ::EntityBus::Handler::BusDisconnect ();
Original file line number Diff line number Diff line change @@ -104,7 +104,7 @@ namespace WarehouseAutomation
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ConveyorBeltComponentConfiguration m_configuration; // !< Configuration of the component
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- AzPhysics::SceneEvents::OnSceneSimulationFinishHandler m_sceneFinishSimHandler ; // !< Handler called after every physics sub-step
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+ AzPhysics::SceneEvents::OnSceneSimulationStartHandler m_sceneSimStartHandler ; // !< Handler called after every physics sub-step
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AZStd::deque<AZStd::pair<float , AzPhysics::SimulatedBodyHandle>> m_conveyorSegments; // !< Cache of created segments
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float m_textureOffset = 0 .0f ; // !< Current offset of the texture during animation
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AZ::ConstSplinePtr m_splineConsPtr{ nullptr }; // !< Pointer to the spline
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