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https://github.com/Ed94/Cog.git
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First Submit
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#include "CogSampleGameState.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/IAssetRegistry.h"
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#include "CogDefines.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameMode.h"
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#include "GameFramework/GameState.h"
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#include "Modules/ModuleManager.h"
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#if USE_COG
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#include "CogAbilityDataAsset_Abilities.h"
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#include "CogAbilityDataAsset_Cheats.h"
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#include "CogAbilityDataAsset_Pools.h"
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#include "CogAbilityDataAsset_Tweaks.h"
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#include "CogAbilityModule.h"
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#include "CogAbilityWindow_Abilities.h"
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#include "CogAbilityWindow_Attributes.h"
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#include "CogAbilityWindow_Cheats.h"
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#include "CogAbilityWindow_Damages.h"
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#include "CogAbilityWindow_Effects.h"
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#include "CogAbilityWindow_Pools.h"
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#include "CogAbilityWindow_Tags.h"
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#include "CogAbilityWindow_Tweaks.h"
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#include "CogDebugDefines.h"
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#include "CogDebugPlot.h"
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#include "CogEngineDataAsset_Collisions.h"
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#include "CogEngineModule.h"
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#include "CogEngineWindow_Collisions.h"
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#include "CogEngineWindow_DebugSettings.h"
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#include "CogEngineWindow_ImGui.h"
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#include "CogEngineWindow_LogCategories.h"
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#include "CogEngineWindow_NetEmulation.h"
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#include "CogEngineWindow_OutputLog.h"
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#include "CogEngineWindow_Plots.h"
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#include "CogEngineWindow_Scalability.h"
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#include "CogEngineWindow_Selection.h"
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#include "CogEngineWindow_Skeleton.h"
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#include "CogEngineWindow_Stats.h"
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#include "CogEngineWindow_Time.h"
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#include "CogImguiModule.h"
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#include "CogInputDataAsset_Actions.h"
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#include "CogInputWindow_Actions.h"
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#include "CogInputWindow_Gamepad.h"
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#include "CogSampleTagLibrary.h"
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#include "CogWindowManager.h"
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#endif //USE_COG
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//--------------------------------------------------------------------------------------------------------------------------
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template<typename T>
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T* GetFirstAssetByClass()
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{
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IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
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TArray<FAssetData> Assets;
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AssetRegistry.GetAssetsByClass(T::StaticClass()->GetClassPathName(), Assets, true);
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if (Assets.Num() == 0)
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{
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return nullptr;
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}
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UObject* Asset = Assets[0].GetAsset();
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T* CastedAsset = Cast<T>(Asset);
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return CastedAsset;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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ACogSampleGameState::ACogSampleGameState(const FObjectInitializer & ObjectInitializer)
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: Super(ObjectInitializer)
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{
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SetActorTickEnabled(true);
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.SetTickFunctionEnable(true);
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PrimaryActorTick.bStartWithTickEnabled = true;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::BeginPlay()
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{
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Super::BeginPlay();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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Super::EndPlay(EndPlayReason);
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#if USE_COG
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if (CogWindowManager != nullptr)
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{
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CogWindowManager->Shutdown();
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}
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#endif //USE_COG
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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#if USE_COG
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TickCog(DeltaSeconds);
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#endif //USE_COG
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}
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#if USE_COG
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::TickCog(float DeltaSeconds)
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{
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//---------------------------------------
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// Wait for the viewport to be set
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//---------------------------------------
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if (GEngine->GameViewport != nullptr)
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{
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if (CogWindowManager == nullptr)
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{
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InitializeCog();
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}
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else
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{
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CogWindowManager->Tick(DeltaSeconds);
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}
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}
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extern ENGINE_API float GAverageFPS;
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extern ENGINE_API float GAverageMS;
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FCogDebugPlot::PlotValue(this, "Frame Rate", GAverageFPS);
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FCogDebugPlot::PlotValue(this, "Frame Time", GAverageMS);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::InitializeCog()
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{
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TSharedPtr<SCogImguiWidget> Widget = FCogImguiModule::Get().CreateImGuiViewport(GEngine->GameViewport, [this](float DeltaTime) { RenderCog(DeltaTime); });
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FCogImguiModule::Get().SetToggleInputKey(FCogImGuiKeyInfo(EKeys::Insert));
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CogWindowManager = NewObject<UCogWindowManager>(this);
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CogWindowManagerRef = CogWindowManager;
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CogWindowManager->Initialize(GetWorld(), Widget);
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//---------------------------------------
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// Engine
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//---------------------------------------
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CogWindowManager->CreateWindow<UCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager->CreateWindow<UCogEngineWindow_ImGui>("Engine.ImGui");
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CogWindowManager->CreateWindow<UCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager->CreateWindow<UCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogWindowManager->CreateWindow<UCogEngineWindow_OutputLog>("Engine.Output Log");
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CogWindowManager->CreateWindow<UCogEngineWindow_Plots>("Engine.Plots");
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CogWindowManager->CreateWindow<UCogEngineWindow_Scalability>("Engine.Scalability");
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CogWindowManager->CreateWindow<UCogEngineWindow_Skeleton>("Engine.Skeleton");
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CogWindowManager->CreateWindow<UCogEngineWindow_Time>("Engine.Time");
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UCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Stats>("Engine.Stats");
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//---------------------------------------
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// Selection
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//---------------------------------------
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UCogEngineWindow_Selection* SelectionWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Selection>("Engine.Selection");
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TArray<TSubclassOf<AActor>> SubClasses
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{
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AActor::StaticClass(),
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AGameModeBase::StaticClass(),
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AGameStateBase::StaticClass(),
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ACharacter::StaticClass()
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};
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SelectionWindow->SetActorSubClasses(SubClasses);
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SelectionWindow->SetCurrentActorSubClass(ACharacter::StaticClass());
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SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Pawn));
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//---------------------------------------
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// Collision
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//---------------------------------------
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UCogEngineWindow_Collisions* CollisionsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Collisions>("Engine.Collision");
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CollisionsWindow->SetCollisionsAsset(GetFirstAssetByClass<UCogEngineDataAsset_Collisions>());
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//---------------------------------------
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// Attributes
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//---------------------------------------
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CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
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//---------------------------------------
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// Effects
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//---------------------------------------
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UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
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EffectsWindow->NegativeEffectTag = Tag_Effect_Alignment_Negative;
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EffectsWindow->PositiveEffectTag = Tag_Effect_Alignment_Positive;
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//---------------------------------------
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// Abilities
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//---------------------------------------
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UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
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AbilitiesWindow->AbilitiesAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Abilities>();
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//---------------------------------------
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// Cheats
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//---------------------------------------
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UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CheatsWindow->CheatsAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Cheats>();
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//---------------------------------------
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// Tweaks
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//---------------------------------------
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UCogAbilityWindow_Tweaks* TweaksWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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TweaksWindow->TweaksAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Tweaks>();
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//---------------------------------------
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// Damages
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//---------------------------------------
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CogWindowManager->CreateWindow<UCogAbilityWindow_Damages>("Gameplay.Damages");
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//---------------------------------------
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// Tags
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//---------------------------------------
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UCogAbilityWindow_Tags* TagsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
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//---------------------------------------
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// Pools
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//---------------------------------------
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UCogAbilityWindow_Pools* PoolsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Pools>("Gameplay.Pools");
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PoolsWindow->PoolsAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Pools>();
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//---------------------------------------
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// Input Actions
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//---------------------------------------
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UCogInputWindow_Actions* ActionsWindow = CogWindowManager->CreateWindow<UCogInputWindow_Actions>("Input.Actions");
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ActionsWindow->ActionsAsset = GetFirstAssetByClass<UCogInputDataAsset_Actions>();
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//---------------------------------------
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// Gamepad
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//---------------------------------------
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UCogInputWindow_Gamepad* GamepadWindow = CogWindowManager->CreateWindow<UCogInputWindow_Gamepad>("Input.Gamepad");
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GamepadWindow->ActionsAsset = GetFirstAssetByClass<UCogInputDataAsset_Actions>();
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//---------------------------------------
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// Main Menu Widget
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//---------------------------------------
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CogWindowManager->AddMainMenuWidget(SelectionWindow);
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CogWindowManager->AddMainMenuWidget(StatsWindow);
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CogWindowManager->RebuildMenu();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::RenderCog(float DeltaTime)
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{
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static bool ShowImGuiDemo = false;
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if (ShowImGuiDemo)
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{
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ImGui::ShowDemoWindow(&ShowImGuiDemo);
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}
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CogWindowManager->Render(DeltaTime);
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}
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#endif //USE_COG
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