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Make the damage window more generic
The goal was to handle gameplay event other than damage, such as heals. Renamed it to metric.
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@@ -5,7 +5,7 @@
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#include "ActiveGameplayEffectHandle.h"
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#include "AttributeSet.h"
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#include "CogDefines.h"
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#include "CogInterfaceDamageActor.h"
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#include "CogInterfaceMetricActor.h"
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#include "CogInterfaceFilteredActor.h"
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#include "GameFramework/Character.h"
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#include "GameplayAbilitySpecHandle.h"
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@@ -59,7 +59,7 @@ UCLASS(config=Game)
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class ACogSampleCharacter : public ACharacter
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, public IAbilitySystemInterface
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, public ICogInterfacesFilteredActor
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, public ICogInterfaceDamageActor
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, public ICogInterfaceMetricActor
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{
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GENERATED_BODY()
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@@ -75,7 +75,7 @@ public:
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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virtual void PossessedBy(AController* NewController) override;
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virtual FCogInterfaceOnDamageEvent& OnDamageEvent() override { return OnDamageEventDelegate; }
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virtual FCogInterfaceOnMetricEvent& OnMetricEvent() override { return OnMetricEventDelegate; }
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virtual bool IsActorFilteringDebug() const override { return true; }
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void OnAcknowledgePossession(APlayerController* InController);
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@@ -146,7 +146,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
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TArray<TSubclassOf<UGameplayEffect>> Effects;
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FCogInterfaceOnDamageEvent OnDamageEventDelegate;
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FCogInterfaceOnMetricEvent OnMetricEventDelegate;
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private:
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