mirror of
https://github.com/Ed94/Cog.git
synced 2026-06-13 00:01:37 -07:00
CogAbility: Improve Effects Ability and Attribute window
CogAbility: - Add sorting on Effects and Ability - Add search on Effects and Ability - Colors are now per user config - Add blocking info in ability window and change its color when blocked - Add separate windows for Effects CogEnine: Change the command binding key widget
This commit is contained in:
@@ -70,6 +70,7 @@ bEnableLegacyInputScales=True
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bEnableMotionControls=True
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bFilterInputByPlatformUser=False
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bShouldFlushPressedKeysOnViewportFocusLost=True
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bEnableDynamicComponentInputBinding=True
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bAlwaysShowTouchInterface=False
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bShowConsoleOnFourFingerTap=True
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bEnableGestureRecognizer=False
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@@ -66,16 +66,18 @@ void FCogEngineWindow_CommandBindings::RenderContent()
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{
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ImGui::PushID(Index);
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if (FCogWindowWidgets::KeyBind(KeyBind))
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{
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PlayerInput->SaveConfig();
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}
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ImGui::SameLine();
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if (FCogWindowWidgets::DeleteArrayItemButton())
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{
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IndexToRemove = Index;
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}
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ImGui::SameLine();
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if (FCogWindowWidgets::KeyBind(KeyBind))
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{
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PlayerInput->SaveConfig();
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}
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ImGui::PopID();
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Index++;
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@@ -265,19 +265,19 @@ void FCogEngineWindow_Inspector::RenderMenu()
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ImGui::Separator();
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ImGui::Checkbox("Sort by name", &Config->bSortByName);
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ImGui::Checkbox("Show background", &Config->bShowRowBackground);
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ImGui::Checkbox("Show borders", &Config->bShowBorders);
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ImGui::Checkbox("Sort by Name", &Config->bSortByName);
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ImGui::Checkbox("Show Background", &Config->bShowRowBackground);
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ImGui::Checkbox("Show Sorders", &Config->bShowBorders);
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#if WITH_EDITORONLY_DATA
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ImGui::Checkbox("Show display name", &Config->bShowDisplayName);
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ImGui::Checkbox("Show categories", &Config->bShowCategories);
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ImGui::Checkbox("Show Display Name", &Config->bShowDisplayName);
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ImGui::Checkbox("Show Categories", &Config->bShowCategories);
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ImGui::Separator();
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if (ImGui::MenuItem("Collapse all categories", nullptr, false, Config->bShowCategories))
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if (ImGui::MenuItem("Collapse All Categories", nullptr, false, Config->bShowCategories))
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{
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bCollapseAllCategories = true;
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}
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if (ImGui::MenuItem("Expand all categories", nullptr, false, Config->bShowCategories))
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if (ImGui::MenuItem("Expand All Categories", nullptr, false, Config->bShowCategories))
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{
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bExpandAllCategories = true;
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}
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@@ -292,22 +292,24 @@ bool FCogWindowWidgets::ComboboxEnum(const char* Label, UEnum* Enum, int64 Curre
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bool FCogWindowWidgets::CheckBoxState(const char* Label, ECheckBoxState& State)
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{
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const char* TooltipText = nullptr;
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int32 Flags = 0;
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ImVec4 ButtonColor = ImGui::GetStyleColorVec4(ImGuiCol_Button);
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ImVec4 TextColor = ImGui::GetStyleColorVec4(ImGuiCol_Text);
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switch (State)
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{
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case ECheckBoxState::Checked:
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case ECheckBoxState::Unchecked:
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{
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TooltipText = "Checked";
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TooltipText = "Unchecked";
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Flags = 0;
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break;
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}
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case ECheckBoxState::Unchecked:
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case ECheckBoxState::Checked:
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{
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ButtonColor.w = 0.5f;
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TextColor.w = 0.5f;
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TooltipText = "Unchecked";
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TooltipText = "Checked";
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Flags = 3;
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break;
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}
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@@ -316,38 +318,27 @@ bool FCogWindowWidgets::CheckBoxState(const char* Label, ECheckBoxState& State)
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ButtonColor.w = 0.1f;
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TextColor.w = 0.1f;
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TooltipText = "Undetermined";
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Flags = 1;
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break;
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}
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}
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ImGui::PushStyleColor(ImGuiCol_Text, TextColor);
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 0.6f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 0.8f));
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ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 1.0f));
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ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(1.0f, 1.0f, 1.0f, 0.1f));
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ImGui::PushStyleColor(ImGuiCol_Text, TextColor);
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ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 0.6f));
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ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 0.8f));
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ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 1.0f));
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ImGui::PushStyleColor(ImGuiCol_CheckMark, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 1.0f));
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ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 1.0f);
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const bool IsPressed = ImGui::CheckboxFlags(Label, &Flags, 3);
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const bool Pressed = ImGui::Button(Label);
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if (State == ECheckBoxState::Unchecked)
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{
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ImVec2 Pos = ImGui::GetItemRectMin();
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ImVec2 Size = ImGui::GetItemRectSize();
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ImGui::GetWindowDrawList()->AddLine(ImVec2(Pos.x, Pos.y + Size.y * 0.5f), ImVec2(Pos.x + Size.x, Pos.y + Size.y * 0.5f), IM_COL32(255, 255, 255, 255), 0.0f);
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}
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ImGui::PopStyleVar();
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ImGui::PopStyleColor(5);
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ImGui::PopStyleColor(6);
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if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary))
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{
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ImGui::SetTooltip(TooltipText);
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}
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if (Pressed)
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if (IsPressed)
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{
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switch (State)
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{
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@@ -357,7 +348,7 @@ bool FCogWindowWidgets::CheckBoxState(const char* Label, ECheckBoxState& State)
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}
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}
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return Pressed;
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return IsPressed;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -41,7 +41,7 @@ void FCogAIWindow_Blackboard::RenderContent()
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{
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if (ImGui::BeginMenu("Options"))
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{
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ImGui::Checkbox("Sort by name", &Config->bSortByName);
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ImGui::Checkbox("Sort by Name", &Config->bSortByName);
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ImGui::EndMenu();
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}
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@@ -0,0 +1,114 @@
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#include "CogAbilityConfig_Alignment.h"
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#include "AbilitySystemComponent.h"
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#include "CogAbilityDataAsset.h"
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#include "CogImguiHelper.h"
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#include "GameplayEffect.h"
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//--------------------------------------------------------------------------------------------------------------------------
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FVector4f UCogAbilityConfig_Alignment::GetAttributeColor(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayAttribute& Attribute) const
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{
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const float BaseValue = AbilitySystemComponent.GetNumericAttributeBase(Attribute);
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const float CurrentValue = AbilitySystemComponent.GetNumericAttribute(Attribute);
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if (CurrentValue > BaseValue)
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{
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return PositiveColor;
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}
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if (CurrentValue < BaseValue)
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{
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return NegativeColor;
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}
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return NeutralColor;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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FVector4f UCogAbilityConfig_Alignment::GetEffectColor(const UCogAbilityDataAsset* Asset, const UGameplayEffect& Effect) const
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{
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const FGameplayTagContainer& Tags = Effect.InheritableGameplayEffectTags.CombinedTags;
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if (Tags.HasTag(Asset->NegativeEffectTag))
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{
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return NegativeColor;
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}
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if (Tags.HasTag(Asset->PositiveEffectTag))
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{
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return PositiveColor;
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}
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return NeutralColor;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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FVector4f UCogAbilityConfig_Alignment::GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const
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{
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return GetEffectModifierColor(ModSpec.GetEvaluatedMagnitude(), ModInfo.ModifierOp, BaseValue);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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FVector4f UCogAbilityConfig_Alignment::GetEffectModifierColor(float ModifierValue, EGameplayModOp::Type ModifierOp, float BaseValue) const
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{
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switch (ModifierOp)
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{
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case EGameplayModOp::Additive:
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{
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if (ModifierValue > 0.0f)
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{
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return PositiveColor;
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}
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if (ModifierValue < 0.0f)
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{
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return NegativeColor;
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}
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break;
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}
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case EGameplayModOp::Multiplicitive:
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{
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if (ModifierValue > 1.0f)
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{
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return PositiveColor;
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}
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else if (ModifierValue < 1.0f)
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{
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return NegativeColor;
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}
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break;
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}
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case EGameplayModOp::Division:
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{
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if (ModifierValue < 1.0f)
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{
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return PositiveColor;
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}
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if (ModifierValue > 1.0f)
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{
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return NegativeColor;
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}
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break;
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}
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case EGameplayModOp::Override:
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{
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if (ModifierValue > BaseValue)
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{
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return PositiveColor;
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}
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if (ModifierValue < BaseValue)
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{
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return NegativeColor;
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}
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break;
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}
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}
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return NeutralColor;
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}
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@@ -1,8 +1,9 @@
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#include "CogAbilityHelper.h"
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#include "GameplayEffect.h"
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#include "CogAbilityDataAsset.h"
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#include "CogImguiHelper.h"
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#include "GameplayEffect.h"
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#include "GameplayTagContainer.h"
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#include "imgui.h"
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -13,115 +14,13 @@ FString FCogAbilityHelper::CleanupName(FString Str)
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return Str;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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ImVec4 FCogAbilityHelper::GetAttributeColor(const UCogAbilityDataAsset* Asset, float BaseValue, float CurrentValue)
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void FCogAbilityHelper::RenderTagContainer(const FGameplayTagContainer& Container)
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{
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FLinearColor Color = FLinearColor::White;
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if (Asset != nullptr)
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TArray<FGameplayTag> GameplayTags;
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Container.GetGameplayTagArray(GameplayTags);
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for (FGameplayTag Tag : GameplayTags)
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{
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if (CurrentValue > BaseValue)
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{
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Color = Asset->PositiveEffectColor;
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}
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else if (CurrentValue < BaseValue)
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{
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Color = Asset->NegativeEffectColor;
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}
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else
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{
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Color = Asset->NeutralEffectColor;
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}
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ImGui::Text("%s", TCHAR_TO_ANSI(*Tag.ToString()));
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}
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return FCogImguiHelper::ToImVec4(Color);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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ImVec4 FCogAbilityHelper::GetEffectColor(const UCogAbilityDataAsset* Asset, const UGameplayEffect& Effect)
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{
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FLinearColor Color = FLinearColor::White;
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if (Asset != nullptr)
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{
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const FGameplayTagContainer& Tags = Effect.InheritableGameplayEffectTags.CombinedTags;
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if (Tags.HasTag(Asset->NegativeEffectTag))
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{
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Color = Asset->NegativeEffectColor;
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}
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else if (Tags.HasTag(Asset->PositiveEffectTag))
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{
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Color = Asset->PositiveEffectColor;
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}
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else
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{
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Color = Asset->NeutralEffectColor;
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}
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}
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return FCogImguiHelper::ToImVec4(Color);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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ImVec4 FCogAbilityHelper::GetEffectModifierColor(const UCogAbilityDataAsset* Asset, float ModifierValue, EGameplayModOp::Type ModifierOp, float BaseValue)
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{
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FLinearColor Color = Asset->NeutralEffectColor;
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switch (ModifierOp)
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{
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case EGameplayModOp::Additive:
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{
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if (ModifierValue > 0.0f)
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{
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Color = Asset->PositiveEffectColor;
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}
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else if (ModifierValue < 0.0f)
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{
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Color = Asset->NegativeEffectColor;
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}
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break;
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}
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case EGameplayModOp::Multiplicitive:
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{
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if (ModifierValue > 1.0f)
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{
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Color = Asset->PositiveEffectColor;
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}
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else if (ModifierValue < 1.0f)
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{
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Color = Asset->NegativeEffectColor;
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}
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break;
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}
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case EGameplayModOp::Division:
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{
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if (ModifierValue < 1.0f)
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{
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Color = Asset->PositiveEffectColor;
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}
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else if (ModifierValue > 1.0f)
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{
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Color = Asset->NegativeEffectColor;
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}
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break;
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}
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case EGameplayModOp::Override:
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{
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if (ModifierValue > BaseValue)
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{
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Color = Asset->PositiveEffectColor;
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}
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else if (ModifierValue < BaseValue)
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{
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Color = Asset->NegativeEffectColor;
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}
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break;
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}
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}
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return FCogImguiHelper::ToImVec4(Color);
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}
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@@ -19,6 +19,7 @@ void FCogAbilityWindow_Abilities::Initialize()
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bHasMenu = true;
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Asset = GetAsset<UCogAbilityDataAsset>();
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Config = GetConfig<UCogAbilityConfig_Abilities>();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -32,6 +33,14 @@ void FCogAbilityWindow_Abilities::RenderHelp()
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, TCHAR_TO_ANSI(*GetNameSafe(Asset.Get())));
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::ResetConfig()
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{
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Super::ResetConfig();
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Config->Reset();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderTick(float DetlaTime)
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{
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@@ -112,31 +121,58 @@ void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
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{
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Give Ability"))
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if (ImGui::BeginMenu("Options"))
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{
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if (Asset != nullptr)
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if (ImGui::BeginMenu("Give Ability"))
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{
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int Index = 0;
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for (TSubclassOf<UGameplayAbility> AbilityClass : Asset->Abilities)
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if (Asset != nullptr)
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{
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ImGui::PushID(Index);
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if (ImGui::MenuItem(TCHAR_TO_ANSI(*GetNameSafe(AbilityClass))))
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int Index = 0;
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for (TSubclassOf<UGameplayAbility> AbilityClass : Asset->Abilities)
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{
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if (ACogAbilityReplicator* Replicator = ACogAbilityReplicator::GetLocalReplicator(*GetWorld()))
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{
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Replicator->GiveAbility(Selection, AbilityClass);
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}
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}
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ImGui::PushID(Index);
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ImGui::PopID();
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Index++;
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if (ImGui::MenuItem(TCHAR_TO_ANSI(*GetNameSafe(AbilityClass))))
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{
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if (ACogAbilityReplicator* Replicator = ACogAbilityReplicator::GetLocalReplicator(*GetWorld()))
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{
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Replicator->GiveAbility(Selection, AbilityClass);
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}
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}
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ImGui::PopID();
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Index++;
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}
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}
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ImGui::EndMenu();
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}
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ImGui::Separator();
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ImGui::Checkbox("Sort by Name", &Config->SortByName);
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ImGui::Checkbox("Show Active", &Config->ShowActive);
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ImGui::Checkbox("Show Inactive", &Config->ShowInactive);
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ImGui::Checkbox("Show Blocked", &Config->ShowBlocked);
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ImGui::Separator();
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ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Inactive Color", (float*)&Config->InactiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Blocked Color", (float*)&Config->BlockedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::Separator();
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if (ImGui::MenuItem("Reset"))
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{
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ResetConfig();
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}
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ImGui::EndMenu();
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}
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FCogWindowWidgets::MenuSearchBar(Filter);
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ImGui::EndMenuBar();
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}
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}
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@@ -146,19 +182,75 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
|
||||
{
|
||||
TArray<FGameplayAbilitySpec>& Abilities = AbilitySystemComponent.GetActivatableAbilities();
|
||||
|
||||
if (ImGui::BeginTable("Abilities", 5, ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersH | ImGuiTableFlags_NoBordersInBody))
|
||||
TArray<FGameplayAbilitySpec> FitleredAbilities;
|
||||
|
||||
for (FGameplayAbilitySpec& Spec: Abilities)
|
||||
{
|
||||
const UGameplayAbility* Ability = Spec.GetPrimaryInstance();
|
||||
if (Ability == nullptr)
|
||||
{
|
||||
Ability = Spec.Ability;
|
||||
}
|
||||
|
||||
const bool IsJustBlocked = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false;
|
||||
const bool IsJustActive = Spec.IsActive() && IsJustBlocked == false;
|
||||
const bool IsJustInactive = Spec.IsActive() == false && IsJustBlocked == false;
|
||||
|
||||
if (Config->ShowBlocked == false && IsJustBlocked)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Config->ShowActive == false && IsJustActive)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Config->ShowInactive == false && IsJustInactive)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const char* AbilityName = TCHAR_TO_ANSI(*GetAbilityName(Ability));
|
||||
if (Filter.PassFilter(AbilityName) == false)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
FitleredAbilities.Add(Spec);
|
||||
}
|
||||
|
||||
if (Config->SortByName)
|
||||
{
|
||||
FitleredAbilities.Sort([](const FGameplayAbilitySpec& Lhs, const FGameplayAbilitySpec& Rhs)
|
||||
{
|
||||
return Lhs.Ability.GetName().Compare(Rhs.Ability.GetName()) < 0;
|
||||
});
|
||||
}
|
||||
|
||||
if (ImGui::BeginTable("Abilities", 6, ImGuiTableFlags_SizingFixedFit
|
||||
| ImGuiTableFlags_Resizable
|
||||
| ImGuiTableFlags_NoBordersInBodyUntilResize
|
||||
| ImGuiTableFlags_ScrollY
|
||||
| ImGuiTableFlags_RowBg
|
||||
| ImGuiTableFlags_BordersOuter
|
||||
| ImGuiTableFlags_BordersV
|
||||
| ImGuiTableFlags_Reorderable
|
||||
| ImGuiTableFlags_Hideable))
|
||||
{
|
||||
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed);
|
||||
ImGui::TableSetupScrollFreeze(0, 1);
|
||||
ImGui::TableSetupColumn("Ability");
|
||||
ImGui::TableSetupColumn("Level");
|
||||
ImGui::TableSetupColumn("Input");
|
||||
ImGui::TableSetupColumn("Cooldown");
|
||||
ImGui::TableSetupColumn("Blocked");
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
static int SelectedIndex = -1;
|
||||
int Index = 0;
|
||||
|
||||
for (FGameplayAbilitySpec& Spec : Abilities)
|
||||
for (FGameplayAbilitySpec& Spec : FitleredAbilities)
|
||||
{
|
||||
UGameplayAbility* Ability = Spec.GetPrimaryInstance();
|
||||
if (Ability == nullptr)
|
||||
@@ -170,11 +262,7 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
|
||||
|
||||
ImGui::PushID(Index);
|
||||
|
||||
ImVec4 Color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
if (Asset != nullptr)
|
||||
{
|
||||
Color = FCogImguiHelper::ToImVec4(Spec.ActiveCount > 0 ? Asset->AbilityActiveColor : Asset->AbilityInactiveColor);
|
||||
}
|
||||
const ImVec4 Color = GetAbilityColor(AbilitySystemComponent, Spec);
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, Color);
|
||||
|
||||
//------------------------
|
||||
@@ -221,8 +309,6 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
|
||||
//------------------------
|
||||
RenderAbilityContextMenu(AbilitySystemComponent, Spec, Index);
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, Color);
|
||||
|
||||
//------------------------
|
||||
// Level
|
||||
//------------------------
|
||||
@@ -244,7 +330,15 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
|
||||
ImGui::TableNextColumn();
|
||||
RenderAbilityCooldown(AbilitySystemComponent, *Ability);
|
||||
|
||||
ImGui::PopStyleColor(1);
|
||||
//------------------------
|
||||
// Blocked
|
||||
//------------------------
|
||||
ImGui::TableNextColumn();
|
||||
const bool IsBlocked = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false;
|
||||
if (IsBlocked)
|
||||
{
|
||||
ImGui::Text("Blocked");
|
||||
}
|
||||
|
||||
ImGui::PopID();
|
||||
Index++;
|
||||
@@ -349,11 +443,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
|
||||
ImGui::TableSetupColumn("Property");
|
||||
ImGui::TableSetupColumn("Value");
|
||||
|
||||
ImVec4 Color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
if (Asset != nullptr)
|
||||
{
|
||||
Color = FCogImguiHelper::ToImVec4(Spec.ActiveCount > 0 ? Asset->AbilityActiveColor : Asset->AbilityInactiveColor);
|
||||
}
|
||||
const ImVec4 Color = GetAbilityColor(AbilitySystemComponent, Spec);
|
||||
|
||||
//------------------------
|
||||
// Name
|
||||
@@ -435,6 +525,20 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::Text("%d", Spec.InputPressed);
|
||||
|
||||
//------------------------
|
||||
// AbilityTags
|
||||
//------------------------
|
||||
ImGui::TableNextRow();
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::TextColored(TextColor, "AbilityTags");
|
||||
ImGui::TableNextColumn();
|
||||
const bool SatisfyTagRequirements = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent);
|
||||
FCogAbilityHelper::RenderTagContainer(Ability->AbilityTags);
|
||||
|
||||
//---------------------------------------------
|
||||
// TODO: find a way to display blocking tags
|
||||
//---------------------------------------------
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
}
|
||||
@@ -505,4 +609,26 @@ void FCogAbilityWindow_Abilities::DeactivateAbility(UAbilitySystemComponent& Abi
|
||||
{
|
||||
Spec.InputPressed = false;
|
||||
AbilitySystemComponent.CancelAbilityHandle(Spec.Handle);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
ImVec4 FCogAbilityWindow_Abilities::GetAbilityColor(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec)
|
||||
{
|
||||
UGameplayAbility* Ability = Spec.GetPrimaryInstance();
|
||||
if (Ability == nullptr)
|
||||
{
|
||||
Ability = Spec.Ability;
|
||||
}
|
||||
|
||||
if (Spec.IsActive())
|
||||
{
|
||||
return FCogImguiHelper::ToImVec4(Config->ActiveColor);
|
||||
}
|
||||
|
||||
if (Ability != nullptr && Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false)
|
||||
{
|
||||
return FCogImguiHelper::ToImVec4(Config->BlockedColor);
|
||||
}
|
||||
|
||||
return FCogImguiHelper::ToImVec4(Config->InactiveColor);
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include "AbilitySystemComponent.h"
|
||||
#include "AbilitySystemGlobals.h"
|
||||
#include "CogAbilityConfig_Alignment.h"
|
||||
#include "CogAbilityDataAsset.h"
|
||||
#include "CogAbilityHelper.h"
|
||||
#include "CogImguiHelper.h"
|
||||
@@ -18,8 +19,8 @@ void FCogAbilityWindow_Attributes::Initialize()
|
||||
|
||||
bHasMenu = true;
|
||||
|
||||
Asset = GetAsset<UCogAbilityDataAsset>();
|
||||
Config = GetConfig<UCogAbilityConfig_Attributes>();
|
||||
AlignmentConfig = GetConfig<UCogAbilityConfig_Alignment>();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -57,10 +58,19 @@ void FCogAbilityWindow_Attributes::RenderContent()
|
||||
{
|
||||
if (ImGui::BeginMenu("Options"))
|
||||
{
|
||||
ImGui::Checkbox("Sort by name", &Config->SortByName);
|
||||
ImGui::Checkbox("Group by attribute set", &Config->GroupByAttributeSet);
|
||||
ImGui::Checkbox("Group by category", &Config->GroupByCategory);
|
||||
ImGui::Checkbox("Sort by Name", &Config->SortByName);
|
||||
ImGui::Checkbox("Group by Attribute Set", &Config->GroupByAttributeSet);
|
||||
ImGui::Checkbox("Group by Category", &Config->GroupByCategory);
|
||||
ImGui::Checkbox("Show Only Modified", &Config->ShowOnlyModified);
|
||||
ImGui::Separator();
|
||||
ImGui::ColorEdit4("Positive Color", (float*)&AlignmentConfig->PositiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
ImGui::ColorEdit4("Negative Color", (float*)&AlignmentConfig->NegativeColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
ImGui::ColorEdit4("Neutral Color", (float*)&AlignmentConfig->NeutralColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
ImGui::Separator();
|
||||
if (ImGui::MenuItem("Reset"))
|
||||
{
|
||||
ResetConfig();
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
@@ -214,24 +224,8 @@ void FCogAbilityWindow_Attributes::RenderContent()
|
||||
|
||||
ImGui::TableNextRow();
|
||||
|
||||
FLinearColor Color = FLinearColor::White;
|
||||
if (Asset != nullptr)
|
||||
{
|
||||
if (CurrentValue > BaseValue)
|
||||
{
|
||||
Color = Asset->PositiveEffectColor;
|
||||
}
|
||||
else if (CurrentValue < BaseValue)
|
||||
{
|
||||
Color = Asset->NegativeEffectColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
Color = Asset->NeutralEffectColor;
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, FCogImguiHelper::ToImVec4(Color));
|
||||
const ImVec4 Color = FCogImguiHelper::ToImVec4(AlignmentConfig->GetAttributeColor(*AbilitySystemComponent, Attribute));
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, Color);
|
||||
|
||||
//------------------------
|
||||
// Name
|
||||
@@ -255,7 +249,7 @@ void FCogAbilityWindow_Attributes::RenderContent()
|
||||
FCogWindowWidgets::EndTableTooltip();
|
||||
}
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, FCogImguiHelper::ToImVec4(Color));
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, Color);
|
||||
|
||||
//------------------------
|
||||
// Base Value
|
||||
@@ -330,7 +324,7 @@ void FCogAbilityWindow_Attributes::DrawAttributeInfo(const UAbilitySystemCompone
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::TextColored(TextColor, "Current Value");
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, GetAttributeColor(AbilitySystemComponent, Attribute));
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, FCogImguiHelper::ToImVec4(AlignmentConfig->GetAttributeColor(AbilitySystemComponent, Attribute)));
|
||||
ImGui::Text("%0.2f", CurrentValue);
|
||||
ImGui::PopStyleColor(1);
|
||||
|
||||
@@ -361,7 +355,7 @@ void FCogAbilityWindow_Attributes::DrawAttributeInfo(const UAbilitySystemCompone
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::Text("%s", TCHAR_TO_ANSI(*FCogAbilityHelper::CleanupName(GetNameSafe(ActiveEffect->Spec.Def))));
|
||||
ImGui::Text("%s", TCHAR_TO_ANSI(*EGameplayModOpToString(ModInfo.ModifierOp)));
|
||||
ImGui::TextColored(GetEffectModifierColor(ModSpec, ModInfo, BaseValue), "%0.2f", ModSpec.GetEvaluatedMagnitude());
|
||||
ImGui::TextColored(FCogImguiHelper::ToImVec4(AlignmentConfig->GetEffectModifierColor(ModSpec, ModInfo, BaseValue)), "%0.2f", ModSpec.GetEvaluatedMagnitude());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -369,19 +363,3 @@ void FCogAbilityWindow_Attributes::DrawAttributeInfo(const UAbilitySystemCompone
|
||||
ImGui::EndTable();
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
ImVec4 FCogAbilityWindow_Attributes::GetAttributeColor(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayAttribute& Attribute) const
|
||||
{
|
||||
const float BaseValue = AbilitySystemComponent.GetNumericAttributeBase(Attribute);
|
||||
const float CurrentValue = AbilitySystemComponent.GetNumericAttribute(Attribute);
|
||||
ImVec4 Color = FCogAbilityHelper::GetAttributeColor(Asset.Get(), BaseValue, CurrentValue);
|
||||
return Color;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
ImVec4 FCogAbilityWindow_Attributes::GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const
|
||||
{
|
||||
const float ModValue = ModSpec.GetEvaluatedMagnitude();
|
||||
return FCogAbilityHelper::GetEffectModifierColor(Asset.Get(), ModSpec.GetEvaluatedMagnitude(), ModInfo.ModifierOp, BaseValue);
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "CogAbilityWindow_Cheats.h"
|
||||
|
||||
#include "AbilitySystemGlobals.h"
|
||||
#include "CogAbilityConfig_Alignment.h"
|
||||
#include "CogAbilityDataAsset.h"
|
||||
#include "CogAbilityReplicator.h"
|
||||
#include "CogCommonAllegianceActorInterface.h"
|
||||
@@ -22,6 +23,7 @@ void FCogAbilityWindow_Cheats::Initialize()
|
||||
|
||||
Asset = GetAsset<UCogAbilityDataAsset>();
|
||||
Config = GetConfig<UCogAbilityConfig_Cheats>();
|
||||
AlignmentConfig = GetConfig<UCogAbilityConfig_Alignment>();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -44,6 +46,7 @@ void FCogAbilityWindow_Cheats::ResetConfig()
|
||||
Super::ResetConfig();
|
||||
|
||||
Config->Reset();
|
||||
AlignmentConfig->Reset();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -159,6 +162,18 @@ void FCogAbilityWindow_Cheats::RenderContent()
|
||||
{
|
||||
ImGui::EndDisabled();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::ColorEdit4("Positive Color", (float*)&AlignmentConfig->PositiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
ImGui::ColorEdit4("Negative Color", (float*)&AlignmentConfig->NegativeColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
ImGui::ColorEdit4("Neutral Color", (float*)&AlignmentConfig->NeutralColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
|
||||
ImGui::Separator();
|
||||
if (ImGui::MenuItem("Reset"))
|
||||
{
|
||||
ResetConfig();
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
@@ -228,26 +243,14 @@ bool FCogAbilityWindow_Cheats::AddCheat(AActor* ControlledActor, AActor* Selecte
|
||||
return false;
|
||||
}
|
||||
|
||||
const UGameplayEffect* EffectCDO = Cheat.Effect->GetDefaultObject<UGameplayEffect>();
|
||||
|
||||
if (EffectCDO != nullptr)
|
||||
{
|
||||
FCogWindowWidgets::PushBackColor(FCogImguiHelper::ToImVec4(AlignmentConfig->GetEffectColor(Asset, *EffectCDO)));
|
||||
}
|
||||
|
||||
bool bIsPressed = false;
|
||||
|
||||
const FGameplayTagContainer& Tags = Cheat.Effect->GetDefaultObject<UGameplayEffect>()->InheritableGameplayEffectTags.CombinedTags;
|
||||
|
||||
FLinearColor Color;
|
||||
if (Tags.HasTag(Asset->NegativeEffectTag))
|
||||
{
|
||||
Color = Asset->NegativeEffectColor;
|
||||
}
|
||||
else if (Tags.HasTag(Asset->PositiveEffectTag))
|
||||
{
|
||||
Color = Asset->PositiveEffectColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
Color = Asset->NeutralEffectColor;
|
||||
}
|
||||
|
||||
FCogWindowWidgets::PushBackColor(FCogImguiHelper::ToImVec4(Color));
|
||||
|
||||
if (IsPersistent)
|
||||
{
|
||||
bool isEnabled = ACogAbilityReplicator::IsCheatActive(SelectedActor, Cheat);
|
||||
@@ -280,7 +283,10 @@ bool FCogAbilityWindow_Cheats::AddCheat(AActor* ControlledActor, AActor* Selecte
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
FCogWindowWidgets::PopBackColor();
|
||||
if (EffectCDO != nullptr)
|
||||
{
|
||||
FCogWindowWidgets::PopBackColor();
|
||||
}
|
||||
|
||||
return bIsPressed;
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "AbilitySystemComponent.h"
|
||||
#include "AbilitySystemGlobals.h"
|
||||
#include "AttributeSet.h"
|
||||
#include "CogAbilityConfig_Alignment.h"
|
||||
#include "CogAbilityDataAsset.h"
|
||||
#include "CogAbilityHelper.h"
|
||||
#include "CogImguiHelper.h"
|
||||
@@ -16,9 +17,11 @@ void FCogAbilityWindow_Effects::Initialize()
|
||||
{
|
||||
Super::Initialize();
|
||||
|
||||
bHasMenu = false;
|
||||
bHasMenu = true;
|
||||
|
||||
Asset = GetAsset<UCogAbilityDataAsset>();
|
||||
Config = GetConfig<UCogAbilityConfig_Effects>();
|
||||
AlignmentConfig = GetConfig<UCogAbilityConfig_Alignment>();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -30,11 +33,53 @@ void FCogAbilityWindow_Effects::RenderHelp()
|
||||
);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
void FCogAbilityWindow_Effects::ResetConfig()
|
||||
{
|
||||
Super::ResetConfig();
|
||||
|
||||
Config->Reset();
|
||||
AlignmentConfig->Reset();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
void FCogAbilityWindow_Effects::RenderTick(float DetlaTime)
|
||||
{
|
||||
Super::RenderTick(DetlaTime);
|
||||
|
||||
RenderOpenEffects();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
void FCogAbilityWindow_Effects::RenderContent()
|
||||
{
|
||||
Super::RenderContent();
|
||||
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
if (ImGui::BeginMenu("Options"))
|
||||
{
|
||||
ImGui::Checkbox("Sort by Name", &Config->SortByName);
|
||||
ImGui::Checkbox("Sort by Alignment", &Config->SortByAlignment);
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::ColorEdit4("Positive Color", (float*)&AlignmentConfig->PositiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
ImGui::ColorEdit4("Negative Color", (float*)&AlignmentConfig->NegativeColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
ImGui::ColorEdit4("Neutral Color", (float*)&AlignmentConfig->NeutralColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
|
||||
ImGui::Separator();
|
||||
if (ImGui::MenuItem("Reset"))
|
||||
{
|
||||
ResetConfig();
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
FCogWindowWidgets::MenuSearchBar(Filter);
|
||||
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
RenderEffectsTable();
|
||||
}
|
||||
|
||||
@@ -47,30 +92,86 @@ void FCogAbilityWindow_Effects::RenderEffectsTable()
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui::BeginTable("Effects", 4, ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersH | ImGuiTableFlags_NoBordersInBody);
|
||||
ImGui::TableSetupColumn("Effect");
|
||||
ImGui::TableSetupColumn("Remaining Time");
|
||||
ImGui::TableSetupColumn("Stacks");
|
||||
ImGui::TableSetupColumn("Prediction");
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
static int SelectedIndex = -1;
|
||||
int Index = 0;
|
||||
|
||||
FGameplayEffectQuery Query;
|
||||
for (const FActiveGameplayEffectHandle& ActiveHandle : AbilitySystemComponent->GetActiveEffects(Query))
|
||||
if (ImGui::BeginTable("Effects", 4, ImGuiTableFlags_SizingFixedFit
|
||||
| ImGuiTableFlags_Resizable
|
||||
| ImGuiTableFlags_NoBordersInBodyUntilResize
|
||||
| ImGuiTableFlags_ScrollY
|
||||
| ImGuiTableFlags_RowBg
|
||||
| ImGuiTableFlags_BordersOuter
|
||||
| ImGuiTableFlags_BordersV
|
||||
| ImGuiTableFlags_Reorderable
|
||||
| ImGuiTableFlags_Hideable))
|
||||
{
|
||||
RenderEffectRow(*AbilitySystemComponent, ActiveHandle, Index, SelectedIndex);
|
||||
}
|
||||
|
||||
ImGui::EndTable();
|
||||
ImGui::TableSetupScrollFreeze(0, 1);
|
||||
ImGui::TableSetupColumn("Effect");
|
||||
ImGui::TableSetupColumn("Remaining Time");
|
||||
ImGui::TableSetupColumn("Stacks");
|
||||
ImGui::TableSetupColumn("Prediction");
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
static int SelectedIndex = -1;
|
||||
int Index = 0;
|
||||
|
||||
FGameplayEffectQuery Query;
|
||||
TArray<FActiveGameplayEffectHandle> Effects = AbilitySystemComponent->GetActiveEffects(Query);
|
||||
|
||||
if (Config->SortByName || Config->SortByAlignment)
|
||||
{
|
||||
Effects.Sort([&](const FActiveGameplayEffectHandle& Handle1, const FActiveGameplayEffectHandle& Handle2)
|
||||
{
|
||||
const FActiveGameplayEffect* ActiveEffect1 = AbilitySystemComponent->GetActiveGameplayEffect(Handle1);
|
||||
const FActiveGameplayEffect* ActiveEffect2 = AbilitySystemComponent->GetActiveGameplayEffect(Handle2);
|
||||
const UGameplayEffect* Effect1 = ActiveEffect1 != nullptr ? ActiveEffect1->Spec.Def : nullptr;
|
||||
const UGameplayEffect* Effect2 = ActiveEffect2 != nullptr ? ActiveEffect2->Spec.Def : nullptr;
|
||||
|
||||
bool NameOrder = false;
|
||||
if (Config->SortByName)
|
||||
{
|
||||
const FString EffectName1 = GetEffectNameSafe(Effect1);
|
||||
const FString EffectName2 = GetEffectNameSafe(Effect2);
|
||||
NameOrder = EffectName1.Compare(EffectName2) < 0;
|
||||
if (Config->SortByAlignment == false)
|
||||
{
|
||||
return NameOrder;
|
||||
}
|
||||
}
|
||||
|
||||
bool AlignmentOrder = false;
|
||||
if (Config->SortByAlignment)
|
||||
{
|
||||
const FGameplayTagContainer& Tags1 = Effect1->InheritableGameplayEffectTags.CombinedTags;
|
||||
const FGameplayTagContainer& Tags2 = Effect2->InheritableGameplayEffectTags.CombinedTags;
|
||||
const int32 Pos1 = Tags1.HasTag(Asset->PositiveEffectTag) ? 1 : Tags1.HasTag(Asset->NegativeEffectTag) ? -1 : 0;
|
||||
const int32 Pos2 = Tags2.HasTag(Asset->PositiveEffectTag) ? 1 : Tags2.HasTag(Asset->NegativeEffectTag) ? -1 : 0;
|
||||
const int32 Diff = Pos2 - Pos1;
|
||||
if (Diff == 0)
|
||||
{
|
||||
return NameOrder;
|
||||
}
|
||||
|
||||
return Diff < 0;
|
||||
}
|
||||
|
||||
return false;
|
||||
});
|
||||
}
|
||||
|
||||
for (const FActiveGameplayEffectHandle& ActiveHandle : Effects)
|
||||
{
|
||||
ImGui::PushID(Index);
|
||||
RenderEffectRow(*AbilitySystemComponent, ActiveHandle, Index, SelectedIndex);
|
||||
ImGui::PopID();
|
||||
Index++;
|
||||
}
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
void FCogAbilityWindow_Effects::RenderEffectRow(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffectHandle& ActiveHandle, int32 Index, int32& Selected)
|
||||
{
|
||||
ImGui::PushID(Index);
|
||||
|
||||
const FActiveGameplayEffect* ActiveEffectPtr = AbilitySystemComponent.GetActiveGameplayEffect(ActiveHandle);
|
||||
if (ActiveEffectPtr == nullptr)
|
||||
{
|
||||
@@ -86,6 +187,13 @@ void FCogAbilityWindow_Effects::RenderEffectRow(const UAbilitySystemComponent& A
|
||||
const FActiveGameplayEffect& ActiveEffect = *ActiveEffectPtr;
|
||||
const UGameplayEffect& Effect = *EffectPtr;
|
||||
|
||||
const char* EffectName = TCHAR_TO_ANSI(*GetEffectName(Effect));
|
||||
if (Filter.PassFilter(EffectName) == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
ImGui::TableNextRow(ImGuiTableRowFlags_None, 0.0f);
|
||||
|
||||
//------------------------
|
||||
@@ -93,9 +201,9 @@ void FCogAbilityWindow_Effects::RenderEffectRow(const UAbilitySystemComponent& A
|
||||
//------------------------
|
||||
ImGui::TableNextColumn();
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, GetEffectColor(Effect));
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, FCogImguiHelper::ToImVec4(AlignmentConfig->GetEffectColor(Asset, Effect)));
|
||||
|
||||
if (ImGui::Selectable(TCHAR_TO_ANSI(*GetEffectName(Effect)), Selected == Index, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap | ImGuiSelectableFlags_AllowDoubleClick))
|
||||
if (ImGui::Selectable(EffectName, Selected == Index, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap | ImGuiSelectableFlags_AllowDoubleClick))
|
||||
{
|
||||
Selected = Index;
|
||||
}
|
||||
@@ -117,9 +225,17 @@ void FCogAbilityWindow_Effects::RenderEffectRow(const UAbilitySystemComponent& A
|
||||
//------------------------
|
||||
if (ImGui::BeginPopupContextItem())
|
||||
{
|
||||
if (ImGui::Button("Open"))
|
||||
bool bOpen = OpenedEffects.Contains(ActiveHandle);
|
||||
if (ImGui::Checkbox("Open", &bOpen))
|
||||
{
|
||||
//GetOwner()->GetPropertyGrid()->Open(EffectPtr);
|
||||
if (bOpen)
|
||||
{
|
||||
OpenEffect(ActiveHandle);
|
||||
}
|
||||
else
|
||||
{
|
||||
CloseEffect(ActiveHandle);
|
||||
}
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
@@ -143,8 +259,7 @@ void FCogAbilityWindow_Effects::RenderEffectRow(const UAbilitySystemComponent& A
|
||||
ImGui::TableNextColumn();
|
||||
RenderPrediction(ActiveEffect, true);
|
||||
|
||||
ImGui::PopID();
|
||||
Index++;
|
||||
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -218,7 +333,7 @@ void FCogAbilityWindow_Effects::RenderEffectInfo(const UAbilitySystemComponent&
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::TextColored(TextColor, "Dynamic Asset Tags");
|
||||
ImGui::TableNextColumn();
|
||||
RenderTagContainer(ActiveEffect.Spec.GetDynamicAssetTags());
|
||||
FCogAbilityHelper::RenderTagContainer(ActiveEffect.Spec.GetDynamicAssetTags());
|
||||
|
||||
//------------------------
|
||||
// All Asset Tags
|
||||
@@ -229,7 +344,7 @@ void FCogAbilityWindow_Effects::RenderEffectInfo(const UAbilitySystemComponent&
|
||||
ImGui::TableNextColumn();
|
||||
FGameplayTagContainer AllAssetTagsContainer;
|
||||
ActiveEffect.Spec.GetAllAssetTags(AllAssetTagsContainer);
|
||||
RenderTagContainer(AllAssetTagsContainer);
|
||||
FCogAbilityHelper::RenderTagContainer(AllAssetTagsContainer);
|
||||
|
||||
//------------------------
|
||||
// All Granted Tags
|
||||
@@ -240,7 +355,7 @@ void FCogAbilityWindow_Effects::RenderEffectInfo(const UAbilitySystemComponent&
|
||||
ImGui::TableNextColumn();
|
||||
FGameplayTagContainer AllGrantedTagsContainer;
|
||||
ActiveEffect.Spec.GetAllGrantedTags(AllGrantedTagsContainer);
|
||||
RenderTagContainer(AllGrantedTagsContainer);
|
||||
FCogAbilityHelper::RenderTagContainer(AllGrantedTagsContainer);
|
||||
|
||||
//------------------------
|
||||
// Modifiers
|
||||
@@ -259,24 +374,13 @@ void FCogAbilityWindow_Effects::RenderEffectInfo(const UAbilitySystemComponent&
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::Text("%s", TCHAR_TO_ANSI(*ModInfo.Attribute.GetName()));
|
||||
ImGui::Text("%s", TCHAR_TO_ANSI(*EGameplayModOpToString(ModInfo.ModifierOp)));
|
||||
ImGui::TextColored(GetEffectModifierColor(ModSpec, ModInfo, AttributeBaseValue), "%0.2f", ModSpec.GetEvaluatedMagnitude());
|
||||
ImGui::TextColored(FCogImguiHelper::ToImVec4(AlignmentConfig->GetEffectModifierColor(ModSpec, ModInfo, AttributeBaseValue)), "%0.2f", ModSpec.GetEvaluatedMagnitude());
|
||||
}
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
void FCogAbilityWindow_Effects::RenderTagContainer(const FGameplayTagContainer& Container)
|
||||
{
|
||||
TArray<FGameplayTag> GameplayTags;
|
||||
Container.GetGameplayTagArray(GameplayTags);
|
||||
for (FGameplayTag Tag : GameplayTags)
|
||||
{
|
||||
ImGui::Text("%s", TCHAR_TO_ANSI(*Tag.ToString()));
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
FString FCogAbilityWindow_Effects::GetEffectName(const UGameplayEffect& Effect)
|
||||
{
|
||||
@@ -284,6 +388,17 @@ FString FCogAbilityWindow_Effects::GetEffectName(const UGameplayEffect& Effect)
|
||||
return Str;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
FString FCogAbilityWindow_Effects::GetEffectNameSafe(const UGameplayEffect* Effect)
|
||||
{
|
||||
if (Effect == nullptr)
|
||||
{
|
||||
return "none";
|
||||
}
|
||||
|
||||
return GetEffectName(*Effect);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
void FCogAbilityWindow_Effects::RenderRemainingTime(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffect& ActiveEffect)
|
||||
{
|
||||
@@ -344,15 +459,58 @@ void FCogAbilityWindow_Effects::RenderPrediction(const FActiveGameplayEffect& Ac
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
ImVec4 FCogAbilityWindow_Effects::GetEffectColor(const UGameplayEffect& Effect) const
|
||||
void FCogAbilityWindow_Effects::OpenEffect(const FActiveGameplayEffectHandle& Handle)
|
||||
{
|
||||
return FCogAbilityHelper::GetEffectColor(Asset.Get(), Effect);
|
||||
OpenedEffects.AddUnique(Handle);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
ImVec4 FCogAbilityWindow_Effects::GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const
|
||||
void FCogAbilityWindow_Effects::CloseEffect(const FActiveGameplayEffectHandle& Handle)
|
||||
{
|
||||
const float ModValue = ModSpec.GetEvaluatedMagnitude();
|
||||
return FCogAbilityHelper::GetEffectModifierColor(Asset.Get(), ModSpec.GetEvaluatedMagnitude(), ModInfo.ModifierOp, BaseValue);
|
||||
OpenedEffects.Remove(Handle);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
void FCogAbilityWindow_Effects::RenderOpenEffects()
|
||||
{
|
||||
AActor* Selection = GetSelection();
|
||||
if (Selection == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Selection, true);
|
||||
if (AbilitySystemComponent == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = OpenedEffects.Num() - 1; i >= 0; --i)
|
||||
{
|
||||
FActiveGameplayEffectHandle Handle = OpenedEffects[i];
|
||||
|
||||
const FActiveGameplayEffect* ActiveEffectPtr = AbilitySystemComponent->GetActiveGameplayEffect(Handle);
|
||||
if (ActiveEffectPtr == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const UGameplayEffect* Effect = ActiveEffectPtr->Spec.Def;
|
||||
if (Effect == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool Open = true;
|
||||
if (ImGui::Begin(TCHAR_TO_ANSI(*GetEffectName(*Effect)), &Open))
|
||||
{
|
||||
RenderEffectInfo(*AbilitySystemComponent, *ActiveEffectPtr, *Effect);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
if (Open == false)
|
||||
{
|
||||
OpenedEffects.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,47 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
//#include "CoreMinimal.h"
|
||||
//#include "CogAbilityModule.h"
|
||||
//#include "CogAbilityConfig.generated.h"
|
||||
//
|
||||
//USTRUCT()
|
||||
//struct FCogAbilityAttributesConfig
|
||||
//{
|
||||
// GENERATED_BODY()
|
||||
//
|
||||
//public:
|
||||
//
|
||||
// UPROPERTY(Config)
|
||||
// bool SortByName = true;
|
||||
//
|
||||
// UPROPERTY(Config)
|
||||
// bool GroupByAttributeSet = false;
|
||||
//
|
||||
// UPROPERTY(Config)
|
||||
// bool GroupByCategory = false;
|
||||
//
|
||||
// UPROPERTY(Config)
|
||||
// bool ShowOnlyModified = false;
|
||||
//
|
||||
// void Reset()
|
||||
// {
|
||||
// SortByName = true;
|
||||
// GroupByAttributeSet = false;
|
||||
// GroupByCategory = false;
|
||||
// ShowOnlyModified = false;
|
||||
// }
|
||||
//};
|
||||
//
|
||||
//UCLASS(Config = Cog)
|
||||
//class COGABILITY_API UCogAbilityConfig : public UObject
|
||||
//{
|
||||
// GENERATED_BODY()
|
||||
//
|
||||
//public:
|
||||
//
|
||||
// static inline UCogAbilityConfig* Get() { return FCogAbilityModule::Config; }
|
||||
//
|
||||
// UPROPERTY(Config)
|
||||
// FCogAbilityAttributesConfig Attributes;
|
||||
//
|
||||
//};
|
||||
@@ -0,0 +1,49 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "CogWindowConfig.h"
|
||||
#include "CogAbilityConfig_Alignment.generated.h"
|
||||
|
||||
class UAbilitySystemComponent;
|
||||
class UCogAbilityDataAsset;
|
||||
class UGameplayEffect;
|
||||
namespace EGameplayModOp { enum Type; };
|
||||
struct FGameplayAttribute;
|
||||
struct FGameplayModifierInfo;
|
||||
struct FModifierSpec;
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
UCLASS(Config = Cog)
|
||||
class UCogAbilityConfig_Alignment : public UCogWindowConfig
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
FVector4f GetAttributeColor(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayAttribute& Attribute) const;
|
||||
|
||||
FVector4f GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const;
|
||||
|
||||
FVector4f GetEffectModifierColor(float ModifierValue, EGameplayModOp::Type ModifierOp, float BaseValue) const;
|
||||
|
||||
FVector4f GetEffectColor(const UCogAbilityDataAsset* Asset, const UGameplayEffect& Effect) const;
|
||||
|
||||
|
||||
UPROPERTY(Config)
|
||||
FVector4f PositiveColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
|
||||
|
||||
UPROPERTY(Config)
|
||||
FVector4f NegativeColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
UPROPERTY(Config)
|
||||
FVector4f NeutralColor = FVector4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
virtual void Reset() override
|
||||
{
|
||||
Super::Reset();
|
||||
|
||||
PositiveColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
|
||||
NegativeColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
|
||||
NeutralColor = FVector4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
};
|
||||
@@ -141,12 +141,6 @@ public:
|
||||
UPROPERTY(Category = "Abilities", EditAnywhere)
|
||||
TArray<TSubclassOf<UGameplayAbility>> Abilities;
|
||||
|
||||
UPROPERTY(Category = "Abilities", EditAnywhere)
|
||||
FLinearColor AbilityActiveColor = FLinearColor(1.0f, 0.8f, 0.0f, 1.0f);
|
||||
|
||||
UPROPERTY(Category = "Abilities", EditAnywhere)
|
||||
FLinearColor AbilityInactiveColor = FLinearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------
|
||||
// Cheats
|
||||
//----------------------------------------------------------------------------------------------------------------------
|
||||
@@ -157,15 +151,6 @@ public:
|
||||
UPROPERTY(Category = "Cheats", EditAnywhere)
|
||||
FGameplayTag PositiveEffectTag;
|
||||
|
||||
UPROPERTY(Category = "Cheats", EditAnywhere)
|
||||
FLinearColor NeutralEffectColor = FLinearColor(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
UPROPERTY(Category = "Cheats", EditAnywhere)
|
||||
FLinearColor NegativeEffectColor = FLinearColor(1.0f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
UPROPERTY(Category = "Cheats", EditAnywhere)
|
||||
FLinearColor PositiveEffectColor = FLinearColor(0.0f, 1.0f, 0.5f, 1.0f);
|
||||
|
||||
UPROPERTY(Category = "Cheats", EditAnywhere, meta = (TitleProperty = "Name"))
|
||||
TArray<FCogAbilityCheat> PersistentEffects;
|
||||
|
||||
|
||||
@@ -3,9 +3,11 @@
|
||||
#include "CoreMinimal.h"
|
||||
#include "imgui.h"
|
||||
|
||||
|
||||
class UCogAbilityDataAsset;
|
||||
class UGameplayEffect;
|
||||
namespace EGameplayModOp { enum Type; }
|
||||
struct FGameplayTagContainer;
|
||||
|
||||
class COGABILITY_API FCogAbilityHelper
|
||||
{
|
||||
@@ -13,9 +15,5 @@ public:
|
||||
|
||||
static FString CleanupName(FString Str);
|
||||
|
||||
static ImVec4 GetAttributeColor(const UCogAbilityDataAsset* Asset, float BaseValue, float CurrentValue);
|
||||
|
||||
static ImVec4 GetEffectColor(const UCogAbilityDataAsset* Asset, const UGameplayEffect& Effect);
|
||||
|
||||
static ImVec4 GetEffectModifierColor(const UCogAbilityDataAsset* Asset, float ModifierValue, EGameplayModOp::Type ModifierOp, float BaseValue);
|
||||
static void RenderTagContainer(const FGameplayTagContainer& Container);
|
||||
};
|
||||
|
||||
@@ -2,11 +2,14 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "CogWindow.h"
|
||||
#include "CogWindowConfig.h"
|
||||
#include "GameplayAbilitySpecHandle.h"
|
||||
#include "CogAbilityWindow_Abilities.generated.h"
|
||||
|
||||
class UAbilitySystemComponent;
|
||||
class UGameplayAbility;
|
||||
class UCogAbilityConfig_Abilities;
|
||||
class UCogAbilityDataAsset;
|
||||
class UGameplayAbility;
|
||||
struct FGameplayAbilitySpec;
|
||||
|
||||
class COGABILITY_API FCogAbilityWindow_Abilities : public FCogWindow
|
||||
@@ -18,6 +21,8 @@ public:
|
||||
virtual void Initialize() override;
|
||||
|
||||
protected:
|
||||
|
||||
virtual void ResetConfig() override;
|
||||
|
||||
virtual void RenderHelp() override;
|
||||
|
||||
@@ -51,7 +56,7 @@ protected:
|
||||
|
||||
virtual void CloseAbility(const FGameplayAbilitySpecHandle& Handle);
|
||||
|
||||
private:
|
||||
virtual ImVec4 GetAbilityColor(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec);
|
||||
|
||||
FGameplayAbilitySpecHandle AbilityHandleToActivate;
|
||||
|
||||
@@ -60,4 +65,51 @@ private:
|
||||
TArray<FGameplayAbilitySpecHandle> OpenedAbilities;
|
||||
|
||||
TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
|
||||
|
||||
TObjectPtr<UCogAbilityConfig_Abilities> Config = nullptr;
|
||||
|
||||
ImGuiTextFilter Filter;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
UCLASS(Config = Cog)
|
||||
class UCogAbilityConfig_Abilities : public UCogWindowConfig
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(Config)
|
||||
bool SortByName = false;
|
||||
|
||||
UPROPERTY(Config)
|
||||
bool ShowActive = true;
|
||||
|
||||
UPROPERTY(Config)
|
||||
bool ShowInactive = true;
|
||||
|
||||
UPROPERTY(Config)
|
||||
bool ShowBlocked = true;
|
||||
|
||||
UPROPERTY(Config)
|
||||
FVector4f ActiveColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
|
||||
|
||||
UPROPERTY(Config)
|
||||
FVector4f InactiveColor = FVector4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
UPROPERTY(Config)
|
||||
FVector4f BlockedColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
virtual void Reset() override
|
||||
{
|
||||
Super::Reset();
|
||||
|
||||
SortByName = false;
|
||||
ShowActive = true;
|
||||
ShowInactive = true;
|
||||
ShowBlocked = true;
|
||||
ActiveColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
|
||||
InactiveColor = FVector4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
BlockedColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
|
||||
}
|
||||
};
|
||||
@@ -6,7 +6,8 @@
|
||||
#include "CogAbilityWindow_Attributes.generated.h"
|
||||
|
||||
class UAbilitySystemComponent;
|
||||
class UCogAbilityDataAsset;
|
||||
class UCogAbilityConfig_Attributes;
|
||||
class UCogAbilityConfig_Alignment;
|
||||
struct FGameplayAttribute;
|
||||
struct FModifierSpec;
|
||||
struct FGameplayModifierInfo;
|
||||
@@ -30,17 +31,13 @@ protected:
|
||||
|
||||
virtual void DrawAttributeInfo(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayAttribute& Attribute);
|
||||
|
||||
virtual ImVec4 GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const;
|
||||
|
||||
virtual ImVec4 GetAttributeColor(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayAttribute& Attribute) const;
|
||||
|
||||
private:
|
||||
|
||||
ImGuiTextFilter Filter;
|
||||
|
||||
TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
|
||||
|
||||
TObjectPtr<UCogAbilityConfig_Attributes> Config = nullptr;
|
||||
|
||||
TObjectPtr<UCogAbilityConfig_Alignment> AlignmentConfig = nullptr;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -6,6 +6,8 @@
|
||||
#include "CogAbilityWindow_Cheats.generated.h"
|
||||
|
||||
class AActor;
|
||||
class UCogAbilityConfig_Alignment;
|
||||
class UCogAbilityConfig_Cheats;
|
||||
class UCogAbilityDataAsset;
|
||||
struct FCogAbilityCheat;
|
||||
|
||||
@@ -38,6 +40,8 @@ protected:
|
||||
|
||||
TObjectPtr<UCogAbilityConfig_Cheats> Config = nullptr;
|
||||
|
||||
TObjectPtr<UCogAbilityConfig_Alignment> AlignmentConfig = nullptr;
|
||||
|
||||
bool bHasReappliedCheats = false;
|
||||
};
|
||||
|
||||
|
||||
@@ -3,16 +3,20 @@
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "CogWindow.h"
|
||||
#include "CogWindowConfig.h"
|
||||
#include "imgui.h"
|
||||
#include "CogAbilityWindow_Effects.generated.h"
|
||||
|
||||
class UAbilitySystemComponent;
|
||||
class UCogAbilityConfig_Alignment;
|
||||
class UCogAbilityConfig_Effects;
|
||||
class UCogAbilityDataAsset;
|
||||
class UGameplayEffect;
|
||||
namespace EGameplayModOp { enum Type; };
|
||||
struct FActiveGameplayEffect;
|
||||
struct FActiveGameplayEffectHandle;
|
||||
struct FGameplayModifierInfo;
|
||||
struct FModifierSpec;
|
||||
namespace EGameplayModOp { enum Type; };
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
class COGABILITY_API FCogAbilityWindow_Effects : public FCogWindow
|
||||
@@ -29,14 +33,16 @@ protected:
|
||||
|
||||
virtual void RenderContent() override;
|
||||
|
||||
virtual void RenderTick(float DetlaTime) override;
|
||||
|
||||
virtual void ResetConfig() override;
|
||||
|
||||
virtual void RenderEffectsTable();
|
||||
|
||||
virtual void RenderEffectRow(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffectHandle& ActiveHandle, int32 Index, int32& Selected);
|
||||
|
||||
virtual void RenderEffectInfo(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffect& ActiveEffect, const UGameplayEffect& Effect);
|
||||
|
||||
virtual void RenderTagContainer(const FGameplayTagContainer& Container);
|
||||
|
||||
virtual void RenderRemainingTime(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffect& ActiveEffect);
|
||||
|
||||
virtual void RenderStacks(const FActiveGameplayEffect& ActiveEffect, const UGameplayEffect& Effect);
|
||||
@@ -44,10 +50,45 @@ protected:
|
||||
virtual void RenderPrediction(const FActiveGameplayEffect& ActiveEffect, bool Short);
|
||||
|
||||
virtual FString GetEffectName(const UGameplayEffect& Effect);
|
||||
|
||||
virtual FString GetEffectNameSafe(const UGameplayEffect* Effect);
|
||||
|
||||
ImVec4 GetEffectColor(const UGameplayEffect& Effect) const;
|
||||
virtual void RenderOpenEffects();
|
||||
|
||||
ImVec4 GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const;
|
||||
virtual void OpenEffect(const FActiveGameplayEffectHandle& Handle);
|
||||
|
||||
virtual void CloseEffect(const FActiveGameplayEffectHandle& Handle);
|
||||
|
||||
TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
|
||||
|
||||
TObjectPtr<UCogAbilityConfig_Effects> Config = nullptr;
|
||||
|
||||
TObjectPtr<UCogAbilityConfig_Alignment> AlignmentConfig = nullptr;
|
||||
|
||||
TArray<FActiveGameplayEffectHandle> OpenedEffects;
|
||||
|
||||
ImGuiTextFilter Filter;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------
|
||||
UCLASS(Config = Cog)
|
||||
class UCogAbilityConfig_Effects : public UCogWindowConfig
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(Config)
|
||||
bool SortByName = true;
|
||||
|
||||
UPROPERTY(Config)
|
||||
bool SortByAlignment = true;
|
||||
|
||||
virtual void Reset() override
|
||||
{
|
||||
Super::Reset();
|
||||
|
||||
SortByName = true;
|
||||
SortByAlignment = true;
|
||||
}
|
||||
};
|
||||
@@ -12,6 +12,7 @@
|
||||
- CogEngine: save active log categories
|
||||
- CogEngine: add menu on the PlotWindow wih the controls
|
||||
- CogEngine: Improve collision window: Add Query Type, Single or Multi, By Channel or Object Type, Object Type.
|
||||
- CogEngine: Add multi selection to the selection window actor filter (Character+GameState for example).
|
||||
|
||||
- CogSample: Add a custom window in sample (changing the character faction)
|
||||
- CogSample: Create more abilities
|
||||
|
||||
Reference in New Issue
Block a user