unify data assets

This commit is contained in:
Arnaud Jamin
2023-10-11 10:33:13 -04:00
parent 3116bbc87f
commit 18d82287aa
22 changed files with 76 additions and 73 deletions
+17 -14
View File
@@ -20,8 +20,7 @@
#include "CogAbilityWindow_Tweaks.h"
#include "CogDebugDrawImGui.h"
#include "CogDebugPlot.h"
#include "CogEngineDataAsset_Collisions.h"
#include "CogEngineDataAsset_Spawns.h"
#include "CogEngineDataAsset.h"
#include "CogEngineModule.h"
#include "CogEngineWindow_Collisions.h"
#include "CogEngineWindow_DebugSettings.h"
@@ -38,7 +37,7 @@
#include "CogEngineWindow_Stats.h"
#include "CogEngineWindow_TimeScale.h"
#include "CogImguiModule.h"
#include "CogInputDataAsset_Actions.h"
#include "CogInputDataAsset.h"
#include "CogInputWindow_Actions.h"
#include "CogInputWindow_Gamepad.h"
#include "CogWindowManager.h"
@@ -127,8 +126,10 @@ void ACogSampleGameState::InitializeCog()
//---------------------------------------
// Engine
//---------------------------------------
const UCogEngineDataAsset* EngineAsset = GetFirstAssetByClass<UCogEngineDataAsset>();
UCogEngineWindow_Collisions* CollisionsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Collisions>("Engine.Collision");
CollisionsWindow->SetCollisionsAsset(GetFirstAssetByClass<UCogEngineDataAsset_Collisions>());
CollisionsWindow->SetAsset(EngineAsset);
CogWindowManager->CreateWindow<UCogEngineWindow_DebugSettings>("Engine.Debug Settings");
@@ -154,7 +155,7 @@ void ACogSampleGameState::InitializeCog()
CogWindowManager->CreateWindow<UCogEngineWindow_Skeleton>("Engine.Skeleton");
UCogEngineWindow_Spawns* SpawnWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Spawns>("Engine.Spawns");
SpawnWindow->SetSpawnsAsset(GetFirstAssetByClass<UCogEngineDataAsset_Spawns>());
SpawnWindow->SetAsset(EngineAsset);
UCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Stats>("Engine.Stats");
@@ -163,36 +164,38 @@ void ACogSampleGameState::InitializeCog()
//---------------------------------------
// Abilities
//---------------------------------------
const UCogAbilityDataAsset* AbilitiesAsset = GetFirstAssetByClass<UCogAbilityDataAsset>();
const UCogAbilityDataAsset* AbilityAsset = GetFirstAssetByClass<UCogAbilityDataAsset>();
UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
AbilitiesWindow->Asset = AbilitiesAsset;
AbilitiesWindow->Asset = AbilityAsset;
UCogAbilityWindow_Attributes* AttributesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
AttributesWindow->Asset = AbilitiesAsset;
AttributesWindow->Asset = AbilityAsset;
UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
CheatsWindow->SetAsset(AbilitiesAsset);
CheatsWindow->SetAsset(AbilityAsset);
UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
EffectsWindow->Asset = AbilitiesAsset;
EffectsWindow->Asset = AbilityAsset;
UCogAbilityWindow_Pools* PoolsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Pools>("Gameplay.Pools");
PoolsWindow->Asset = AbilitiesAsset;
PoolsWindow->Asset = AbilityAsset;
CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
UCogAbilityWindow_Tweaks* TweaksWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
TweaksWindow->Asset = AbilitiesAsset;
TweaksWindow->Asset = AbilityAsset;
//---------------------------------------
// Input
//---------------------------------------
const UCogInputDataAsset* InputAsset = GetFirstAssetByClass<UCogInputDataAsset>();
UCogInputWindow_Actions* ActionsWindow = CogWindowManager->CreateWindow<UCogInputWindow_Actions>("Input.Actions");
ActionsWindow->ActionsAsset = GetFirstAssetByClass<UCogInputDataAsset_Actions>();
ActionsWindow->Asset = InputAsset;
UCogInputWindow_Gamepad* GamepadWindow = CogWindowManager->CreateWindow<UCogInputWindow_Gamepad>("Input.Gamepad");
GamepadWindow->ActionsAsset = GetFirstAssetByClass<UCogInputDataAsset_Actions>();
GamepadWindow->Asset = InputAsset;
//---------------------------------------
// Main Menu Widget