Make the damage window more generic

The goal was to handle gameplay event other than damage, such as heals. Renamed it to metric.
This commit is contained in:
Arnaud Jamin
2023-10-03 01:00:06 -04:00
parent 82dca91a89
commit 60b1578e96
11 changed files with 434 additions and 415 deletions
+10 -14
View File
@@ -348,13 +348,11 @@ void ACogSampleCharacter::Look(const FInputActionValue& Value)
void ACogSampleCharacter::OnDamageReceived(float ReceivedDamage, float IncomingDamage, AActor* DamageDealer, const FGameplayEffectSpec& EffectSpec)
{
#if USE_COG
FCogInterfaceDamageParams Params;
Params.Type = ECogInterfaceDamageEventType::DamageReceived;
Params.MitigatedDamage = ReceivedDamage;
Params.IncomingDamage = IncomingDamage;
Params.DamageDealer = DamageDealer;
Params.DamageReceiver = this;
OnDamageEventDelegate.Broadcast(Params);
FCogInterfaceMetricEventParams Params;
Params.Name = "Damage Received";
Params.MitigatedValue = ReceivedDamage;
Params.UnmitigatedValue = IncomingDamage;
OnMetricEventDelegate.Broadcast(Params);
#endif //USE_COG
}
@@ -362,13 +360,11 @@ void ACogSampleCharacter::OnDamageReceived(float ReceivedDamage, float IncomingD
void ACogSampleCharacter::OnDamageDealt(float ReceivedDamage, float IncomingDamage, AActor* DamageReceiver, const FGameplayEffectSpec& EffectSpec)
{
#if USE_COG
FCogInterfaceDamageParams Params;
Params.Type = ECogInterfaceDamageEventType::DamageDealt;
Params.MitigatedDamage = ReceivedDamage;
Params.IncomingDamage = IncomingDamage;
Params.DamageDealer = this;
Params.DamageReceiver = DamageReceiver;
OnDamageEventDelegate.Broadcast(Params);
FCogInterfaceMetricEventParams Params;
Params.Name = "Damage Dealt";
Params.MitigatedValue = ReceivedDamage;
Params.UnmitigatedValue = IncomingDamage;
OnMetricEventDelegate.Broadcast(Params);
#endif //USE_COG
}