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:
Arnaud Jamin
2023-11-03 02:40:38 -04:00
parent 7e9043f4af
commit 29e8fa4522
20 changed files with 719 additions and 364 deletions
+1
View File
@@ -70,6 +70,7 @@ bEnableLegacyInputScales=True
bEnableMotionControls=True
bFilterInputByPlatformUser=False
bShouldFlushPressedKeysOnViewportFocusLost=True
bEnableDynamicComponentInputBinding=True
bAlwaysShowTouchInterface=False
bShowConsoleOnFourFingerTap=True
bEnableGestureRecognizer=False
@@ -66,16 +66,18 @@ void FCogEngineWindow_CommandBindings::RenderContent()
{
ImGui::PushID(Index);
if (FCogWindowWidgets::KeyBind(KeyBind))
{
PlayerInput->SaveConfig();
}
ImGui::SameLine();
if (FCogWindowWidgets::DeleteArrayItemButton())
{
IndexToRemove = Index;
}
ImGui::SameLine();
if (FCogWindowWidgets::KeyBind(KeyBind))
{
PlayerInput->SaveConfig();
}
ImGui::PopID();
Index++;
@@ -265,19 +265,19 @@ void FCogEngineWindow_Inspector::RenderMenu()
ImGui::Separator();
ImGui::Checkbox("Sort by name", &Config->bSortByName);
ImGui::Checkbox("Show background", &Config->bShowRowBackground);
ImGui::Checkbox("Show borders", &Config->bShowBorders);
ImGui::Checkbox("Sort by Name", &Config->bSortByName);
ImGui::Checkbox("Show Background", &Config->bShowRowBackground);
ImGui::Checkbox("Show Sorders", &Config->bShowBorders);
#if WITH_EDITORONLY_DATA
ImGui::Checkbox("Show display name", &Config->bShowDisplayName);
ImGui::Checkbox("Show categories", &Config->bShowCategories);
ImGui::Checkbox("Show Display Name", &Config->bShowDisplayName);
ImGui::Checkbox("Show Categories", &Config->bShowCategories);
ImGui::Separator();
if (ImGui::MenuItem("Collapse all categories", nullptr, false, Config->bShowCategories))
if (ImGui::MenuItem("Collapse All Categories", nullptr, false, Config->bShowCategories))
{
bCollapseAllCategories = true;
}
if (ImGui::MenuItem("Expand all categories", nullptr, false, Config->bShowCategories))
if (ImGui::MenuItem("Expand All Categories", nullptr, false, Config->bShowCategories))
{
bExpandAllCategories = true;
}
@@ -292,22 +292,24 @@ bool FCogWindowWidgets::ComboboxEnum(const char* Label, UEnum* Enum, int64 Curre
bool FCogWindowWidgets::CheckBoxState(const char* Label, ECheckBoxState& State)
{
const char* TooltipText = nullptr;
int32 Flags = 0;
ImVec4 ButtonColor = ImGui::GetStyleColorVec4(ImGuiCol_Button);
ImVec4 TextColor = ImGui::GetStyleColorVec4(ImGuiCol_Text);
switch (State)
{
case ECheckBoxState::Checked:
case ECheckBoxState::Unchecked:
{
TooltipText = "Checked";
TooltipText = "Unchecked";
Flags = 0;
break;
}
case ECheckBoxState::Unchecked:
case ECheckBoxState::Checked:
{
ButtonColor.w = 0.5f;
TextColor.w = 0.5f;
TooltipText = "Unchecked";
TooltipText = "Checked";
Flags = 3;
break;
}
@@ -316,38 +318,27 @@ bool FCogWindowWidgets::CheckBoxState(const char* Label, ECheckBoxState& State)
ButtonColor.w = 0.1f;
TextColor.w = 0.1f;
TooltipText = "Undetermined";
Flags = 1;
break;
}
}
ImGui::PushStyleColor(ImGuiCol_Text, TextColor);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 0.6f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 0.8f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 1.0f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(1.0f, 1.0f, 1.0f, 0.1f));
ImGui::PushStyleColor(ImGuiCol_Text, TextColor);
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 0.6f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 0.8f));
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 1.0f));
ImGui::PushStyleColor(ImGuiCol_CheckMark, ImVec4(ButtonColor.x, ButtonColor.y, ButtonColor.z, ButtonColor.w * 1.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 1.0f);
const bool IsPressed = ImGui::CheckboxFlags(Label, &Flags, 3);
const bool Pressed = ImGui::Button(Label);
if (State == ECheckBoxState::Unchecked)
{
ImVec2 Pos = ImGui::GetItemRectMin();
ImVec2 Size = ImGui::GetItemRectSize();
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);
}
ImGui::PopStyleVar();
ImGui::PopStyleColor(5);
ImGui::PopStyleColor(6);
if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary))
{
ImGui::SetTooltip(TooltipText);
}
if (Pressed)
if (IsPressed)
{
switch (State)
{
@@ -357,7 +348,7 @@ bool FCogWindowWidgets::CheckBoxState(const char* Label, ECheckBoxState& State)
}
}
return Pressed;
return IsPressed;
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -41,7 +41,7 @@ void FCogAIWindow_Blackboard::RenderContent()
{
if (ImGui::BeginMenu("Options"))
{
ImGui::Checkbox("Sort by name", &Config->bSortByName);
ImGui::Checkbox("Sort by Name", &Config->bSortByName);
ImGui::EndMenu();
}
@@ -0,0 +1,114 @@
#include "CogAbilityConfig_Alignment.h"
#include "AbilitySystemComponent.h"
#include "CogAbilityDataAsset.h"
#include "CogImguiHelper.h"
#include "GameplayEffect.h"
//--------------------------------------------------------------------------------------------------------------------------
FVector4f UCogAbilityConfig_Alignment::GetAttributeColor(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayAttribute& Attribute) const
{
const float BaseValue = AbilitySystemComponent.GetNumericAttributeBase(Attribute);
const float CurrentValue = AbilitySystemComponent.GetNumericAttribute(Attribute);
if (CurrentValue > BaseValue)
{
return PositiveColor;
}
if (CurrentValue < BaseValue)
{
return NegativeColor;
}
return NeutralColor;
}
//--------------------------------------------------------------------------------------------------------------------------
FVector4f UCogAbilityConfig_Alignment::GetEffectColor(const UCogAbilityDataAsset* Asset, const UGameplayEffect& Effect) const
{
const FGameplayTagContainer& Tags = Effect.InheritableGameplayEffectTags.CombinedTags;
if (Tags.HasTag(Asset->NegativeEffectTag))
{
return NegativeColor;
}
if (Tags.HasTag(Asset->PositiveEffectTag))
{
return PositiveColor;
}
return NeutralColor;
}
//--------------------------------------------------------------------------------------------------------------------------
FVector4f UCogAbilityConfig_Alignment::GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const
{
return GetEffectModifierColor(ModSpec.GetEvaluatedMagnitude(), ModInfo.ModifierOp, BaseValue);
}
//--------------------------------------------------------------------------------------------------------------------------
FVector4f UCogAbilityConfig_Alignment::GetEffectModifierColor(float ModifierValue, EGameplayModOp::Type ModifierOp, float BaseValue) const
{
switch (ModifierOp)
{
case EGameplayModOp::Additive:
{
if (ModifierValue > 0.0f)
{
return PositiveColor;
}
if (ModifierValue < 0.0f)
{
return NegativeColor;
}
break;
}
case EGameplayModOp::Multiplicitive:
{
if (ModifierValue > 1.0f)
{
return PositiveColor;
}
else if (ModifierValue < 1.0f)
{
return NegativeColor;
}
break;
}
case EGameplayModOp::Division:
{
if (ModifierValue < 1.0f)
{
return PositiveColor;
}
if (ModifierValue > 1.0f)
{
return NegativeColor;
}
break;
}
case EGameplayModOp::Override:
{
if (ModifierValue > BaseValue)
{
return PositiveColor;
}
if (ModifierValue < BaseValue)
{
return NegativeColor;
}
break;
}
}
return NeutralColor;
}
@@ -1,8 +1,9 @@
#include "CogAbilityHelper.h"
#include "GameplayEffect.h"
#include "CogAbilityDataAsset.h"
#include "CogImguiHelper.h"
#include "GameplayEffect.h"
#include "GameplayTagContainer.h"
#include "imgui.h"
//--------------------------------------------------------------------------------------------------------------------------
@@ -13,115 +14,13 @@ FString FCogAbilityHelper::CleanupName(FString Str)
return Str;
}
//--------------------------------------------------------------------------------------------------------------------------
ImVec4 FCogAbilityHelper::GetAttributeColor(const UCogAbilityDataAsset* Asset, float BaseValue, float CurrentValue)
void FCogAbilityHelper::RenderTagContainer(const FGameplayTagContainer& Container)
{
FLinearColor Color = FLinearColor::White;
if (Asset != nullptr)
TArray<FGameplayTag> GameplayTags;
Container.GetGameplayTagArray(GameplayTags);
for (FGameplayTag Tag : GameplayTags)
{
if (CurrentValue > BaseValue)
{
Color = Asset->PositiveEffectColor;
}
else if (CurrentValue < BaseValue)
{
Color = Asset->NegativeEffectColor;
}
else
{
Color = Asset->NeutralEffectColor;
}
ImGui::Text("%s", TCHAR_TO_ANSI(*Tag.ToString()));
}
return FCogImguiHelper::ToImVec4(Color);
}
//--------------------------------------------------------------------------------------------------------------------------
ImVec4 FCogAbilityHelper::GetEffectColor(const UCogAbilityDataAsset* Asset, const UGameplayEffect& Effect)
{
FLinearColor Color = FLinearColor::White;
if (Asset != nullptr)
{
const FGameplayTagContainer& Tags = Effect.InheritableGameplayEffectTags.CombinedTags;
if (Tags.HasTag(Asset->NegativeEffectTag))
{
Color = Asset->NegativeEffectColor;
}
else if (Tags.HasTag(Asset->PositiveEffectTag))
{
Color = Asset->PositiveEffectColor;
}
else
{
Color = Asset->NeutralEffectColor;
}
}
return FCogImguiHelper::ToImVec4(Color);
}
//--------------------------------------------------------------------------------------------------------------------------
ImVec4 FCogAbilityHelper::GetEffectModifierColor(const UCogAbilityDataAsset* Asset, float ModifierValue, EGameplayModOp::Type ModifierOp, float BaseValue)
{
FLinearColor Color = Asset->NeutralEffectColor;
switch (ModifierOp)
{
case EGameplayModOp::Additive:
{
if (ModifierValue > 0.0f)
{
Color = Asset->PositiveEffectColor;
}
else if (ModifierValue < 0.0f)
{
Color = Asset->NegativeEffectColor;
}
break;
}
case EGameplayModOp::Multiplicitive:
{
if (ModifierValue > 1.0f)
{
Color = Asset->PositiveEffectColor;
}
else if (ModifierValue < 1.0f)
{
Color = Asset->NegativeEffectColor;
}
break;
}
case EGameplayModOp::Division:
{
if (ModifierValue < 1.0f)
{
Color = Asset->PositiveEffectColor;
}
else if (ModifierValue > 1.0f)
{
Color = Asset->NegativeEffectColor;
}
break;
}
case EGameplayModOp::Override:
{
if (ModifierValue > BaseValue)
{
Color = Asset->PositiveEffectColor;
}
else if (ModifierValue < BaseValue)
{
Color = Asset->NegativeEffectColor;
}
break;
}
}
return FCogImguiHelper::ToImVec4(Color);
}
@@ -19,6 +19,7 @@ void FCogAbilityWindow_Abilities::Initialize()
bHasMenu = true;
Asset = GetAsset<UCogAbilityDataAsset>();
Config = GetConfig<UCogAbilityConfig_Abilities>();
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -32,6 +33,14 @@ void FCogAbilityWindow_Abilities::RenderHelp()
, TCHAR_TO_ANSI(*GetNameSafe(Asset.Get())));
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::ResetConfig()
{
Super::ResetConfig();
Config->Reset();
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderTick(float DetlaTime)
{
@@ -112,31 +121,58 @@ void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
{
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Give Ability"))
if (ImGui::BeginMenu("Options"))
{
if (Asset != nullptr)
if (ImGui::BeginMenu("Give Ability"))
{
int Index = 0;
for (TSubclassOf<UGameplayAbility> AbilityClass : Asset->Abilities)
if (Asset != nullptr)
{
ImGui::PushID(Index);
if (ImGui::MenuItem(TCHAR_TO_ANSI(*GetNameSafe(AbilityClass))))
int Index = 0;
for (TSubclassOf<UGameplayAbility> AbilityClass : Asset->Abilities)
{
if (ACogAbilityReplicator* Replicator = ACogAbilityReplicator::GetLocalReplicator(*GetWorld()))
{
Replicator->GiveAbility(Selection, AbilityClass);
}
}
ImGui::PushID(Index);
ImGui::PopID();
Index++;
if (ImGui::MenuItem(TCHAR_TO_ANSI(*GetNameSafe(AbilityClass))))
{
if (ACogAbilityReplicator* Replicator = ACogAbilityReplicator::GetLocalReplicator(*GetWorld()))
{
Replicator->GiveAbility(Selection, AbilityClass);
}
}
ImGui::PopID();
Index++;
}
}
ImGui::EndMenu();
}
ImGui::Separator();
ImGui::Checkbox("Sort by Name", &Config->SortByName);
ImGui::Checkbox("Show Active", &Config->ShowActive);
ImGui::Checkbox("Show Inactive", &Config->ShowInactive);
ImGui::Checkbox("Show Blocked", &Config->ShowBlocked);
ImGui::Separator();
ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Inactive Color", (float*)&Config->InactiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Blocked Color", (float*)&Config->BlockedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::Separator();
if (ImGui::MenuItem("Reset"))
{
ResetConfig();
}
ImGui::EndMenu();
}
FCogWindowWidgets::MenuSearchBar(Filter);
ImGui::EndMenuBar();
}
}
@@ -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;
}
};
+1
View File
@@ -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