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https://github.com/Ed94/Cog.git
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Add Inspector window
Add Inspector window Hide main menu widgets when the width gets too small Add log category description Renaming
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@@ -369,6 +369,8 @@ void ACogSampleCharacter::SetupPlayerInputComponent(class UInputComponent* Playe
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::OnAbilityInputStarted(const FInputActionValue& Value, int32 Index)
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{
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COG_LOG_OBJECT(LogCogInput, ELogVerbosity::Verbose, this, TEXT("%d"), Index);
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if (ActiveAbilityHandles.IsValidIndex(Index) == false)
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{
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return;
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@@ -388,6 +390,8 @@ void ACogSampleCharacter::OnAbilityInputStarted(const FInputActionValue& Value,
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::OnAbilityInputCompleted(const FInputActionValue& Value, int32 Index)
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{
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COG_LOG_OBJECT(LogCogInput, ELogVerbosity::Verbose, this, TEXT("%d"), Index);
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if (ActiveAbilityHandles.IsValidIndex(Index) == false)
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{
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return;
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@@ -25,6 +25,7 @@
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#include "CogEngineWindow_Collisions.h"
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#include "CogEngineWindow_DebugSettings.h"
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#include "CogEngineWindow_ImGui.h"
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#include "CogEngineWindow_Inspector.h"
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#include "CogEngineWindow_LogCategories.h"
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#include "CogEngineWindow_NetEmulation.h"
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#include "CogEngineWindow_OutputLog.h"
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@@ -135,6 +136,8 @@ void ACogSampleGameState::InitializeCog()
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CogWindowManager->CreateWindow<UCogEngineWindow_ImGui>("Engine.ImGui");
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CogWindowManager->CreateWindow<UCogEngineWindow_Inspector>("Engine.Inspector");
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CogWindowManager->CreateWindow<UCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager->CreateWindow<UCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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@@ -25,20 +25,20 @@ namespace CogSampleLog
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void RegiterAllLogCategories()
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{
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#if ENABLE_COG
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FCogDebugLog::AddLogCategory(LogCogAlways, "Always", false);
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FCogDebugLog::AddLogCategory(LogCogAlways, "Always", "Debug Category that is always active", false);
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FCogDebugLog::AddLogCategory(LogCogAbility, "Ability");
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FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System");
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FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "Base Aim Rotation");
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FCogDebugLog::AddLogCategory(LogCogCollision, "Collision");
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FCogDebugLog::AddLogCategory(LogCogControlRotation, "Control Rotation");
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FCogDebugLog::AddLogCategory(LogCogInput, "Input");
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FCogDebugLog::AddLogCategory(LogCogPosition, "Position");
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FCogDebugLog::AddLogCategory(LogCogPossession, "Possession");
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FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation");
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FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton");
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FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition");
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FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects");
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FCogDebugLog::AddLogCategory(LogCogAbility, "Ability", "Log and debug draw of gameplay abilities");
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FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System", "Unreal Ability System Log");
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FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "Base Aim Rotation", "Debug Draw of a Character BaseAimRotation");
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FCogDebugLog::AddLogCategory(LogCogCollision, "Collision", "Debug Draw a Character Collision");
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FCogDebugLog::AddLogCategory(LogCogControlRotation, "Control Rotation", "Debug Draw of the Character Control Rotation");
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FCogDebugLog::AddLogCategory(LogCogInput, "Input", "Log about the input actions");
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FCogDebugLog::AddLogCategory(LogCogPosition, "Position", "Debug draw of a character position");
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FCogDebugLog::AddLogCategory(LogCogPossession, "Possession", "Log about the possession of player controller over a Character");
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FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation", "Debug Draw a Character Rotation");
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FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton", "Debug Draw a Character Skeleton");
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FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition", "Debug Draw a Character Collision");
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FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects", "Unreal Gameplay Effect Log");
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#endif //ENABLE_COG
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}
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}
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