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synced 2026-06-13 00:01:37 -07:00
Add the removal of an active gameplay effect
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@@ -85,7 +85,7 @@ void FCogAbilityWindow_Effects::RenderContent()
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Effects::RenderEffectsTable()
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{
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const UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetSelection(), true);
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UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetSelection(), true);
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if (AbilitySystemComponent == nullptr)
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{
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ImGui::TextDisabled("Selection has no ability system component");
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@@ -170,7 +170,7 @@ void FCogAbilityWindow_Effects::RenderEffectsTable()
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Effects::RenderEffectRow(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffectHandle& ActiveHandle, int32 Index, int32& Selected)
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void FCogAbilityWindow_Effects::RenderEffectRow(UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffectHandle& ActiveHandle, int32 Index, int32& Selected)
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{
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const FActiveGameplayEffect* ActiveEffectPtr = AbilitySystemComponent.GetActiveGameplayEffect(ActiveHandle);
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if (ActiveEffectPtr == nullptr)
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@@ -238,6 +238,13 @@ void FCogAbilityWindow_Effects::RenderEffectRow(const UAbilitySystemComponent& A
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}
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ImGui::CloseCurrentPopup();
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}
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if (ImGui::Button("Remove"))
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{
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AbilitySystemComponent.RemoveActiveGameplayEffect(ActiveHandle);
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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@@ -38,7 +38,7 @@ protected:
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virtual void RenderEffectsTable();
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virtual void RenderEffectRow(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffectHandle& ActiveHandle, int32 Index, int32& Selected);
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virtual void RenderEffectRow(UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffectHandle& ActiveHandle, int32 Index, int32& Selected);
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virtual void RenderEffectInfo(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffect& ActiveEffect, const UGameplayEffect& Effect);
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