mirror of
https://github.com/Ed94/Cog.git
synced 2026-06-17 18:02:22 -07:00
Add spawning window
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@@ -25,6 +25,7 @@
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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 "CogEngineDataAsset_Spawns.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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@@ -36,6 +37,7 @@
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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_Spawn.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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@@ -143,20 +145,30 @@ void ACogSampleGameState::InitializeCog()
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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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UCogEngineWindow_Collisions* CollisionsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Collisions>("Engine.Collision");
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CollisionsWindow->SetCollisionsAsset(GetFirstAssetByClass<UCogEngineDataAsset_Collisions>());
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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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UCogEngineWindow_Spawn* SpawnWindow =CogWindowManager->CreateWindow<UCogEngineWindow_Spawn>("Engine.Spawn");
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SpawnWindow->SetSpawnsAsset(GetFirstAssetByClass<UCogEngineDataAsset_Spawns>());
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CogWindowManager->CreateWindow<UCogEngineWindow_Time>("Engine.Time");
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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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@@ -169,23 +181,7 @@ void ACogSampleGameState::InitializeCog()
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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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UCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Stats>("Engine.Stats");
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//---------------------------------------
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// Abilities
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@@ -193,43 +189,31 @@ void ACogSampleGameState::InitializeCog()
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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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CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
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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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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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// 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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CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
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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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// Input Actions
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// Input
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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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