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
+2 -2
View File
@@ -17,8 +17,8 @@
#include "CogAbilityWindow_Abilities.h"
#include "CogAbilityWindow_Attributes.h"
#include "CogAbilityWindow_Cheats.h"
#include "CogAbilityWindow_Damages.h"
#include "CogAbilityWindow_Effects.h"
#include "CogAbilityWindow_Metrics.h"
#include "CogAbilityWindow_Pools.h"
#include "CogAbilityWindow_Tags.h"
#include "CogAbilityWindow_Tweaks.h"
@@ -194,7 +194,7 @@ void ACogSampleGameState::InitializeCog()
UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
CheatsWindow->CheatsAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Cheats>();
CogWindowManager->CreateWindow<UCogAbilityWindow_Damages>("Gameplay.Damages");
CogWindowManager->CreateWindow<UCogAbilityWindow_Metrics>("Gameplay.Metrics");
UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
EffectsWindow->NegativeEffectTag = Tag_Effect_Alignment_Negative;