CogWindow: Rename CreateWindow to AddWindow to prevent name conflict with windows headers

CogSample : Projectile progress
This commit is contained in:
Arnaud Jamin
2023-10-30 23:44:24 -04:00
parent 315782183d
commit 7f88f5d53a
10 changed files with 73 additions and 47 deletions
@@ -82,6 +82,8 @@ void UCogSampleProjectileComponent::BeginPlay()
Creator = UCogSampleFunctionLibrary_Gameplay::GetCreator(GetOwner());
SpawnPrediction = GetOwner()->FindComponentByClass<UCogSampleSpawnPredictionComponent>();
COG_LOG_OBJECT(LogCogProjectile, ELogVerbosity::Verbose, Creator.Get(), TEXT("Projectile:%s - Role:%s - IsActive:%d"), *GetNameSafe(GetOwner()), *GetRoleName(), IsActive());
RegisterAllEffects();
Collision = Cast<USphereComponent>(CollisionReference.GetComponent(GetOwner()));
@@ -98,13 +100,17 @@ void UCogSampleProjectileComponent::BeginPlay()
if (GetOwner()->GetLocalRole() != ROLE_Authority)
{
Activate(false);
//-----------------------------------------------------------------------------------------------
// Must force the activation because the server might have already replicated the IsActive flag.
//-----------------------------------------------------------------------------------------------
Activate(true);
}
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleProjectileComponent::Activate(bool bReset)
{
COG_LOG_OBJECT(LogCogProjectile, ELogVerbosity::Verbose, Creator.Get(), TEXT("Projectile:%s - Role:%s - bReset:%d"), *GetNameSafe(GetOwner()), *GetRoleName(), bReset);
//------------------------------------------------------------------------------------------------
// Save the spawn location and rotation and get them replicated because, we want remote clients
@@ -126,8 +132,6 @@ void UCogSampleProjectileComponent::Activate(bool bReset)
Velocity = ServerSpawnVelocity;
}
Super::Activate(bReset);
#if ENABLE_COG
DrawDebugCurrentState(FColor::Green);
if (FCogDebugLog::IsLogCategoryActive(LogCogProjectile))
@@ -148,6 +152,7 @@ void UCogSampleProjectileComponent::Activate(bool bReset)
}
}
Super::Activate(bReset);
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -205,7 +210,7 @@ void UCogSampleProjectileComponent::TickComponent(float DeltaTime, enum ELevelTi
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleProjectileComponent::Catchup(float CatchupDuration)
{
COG_LOG_OBJECT(LogCogProjectile, ELogVerbosity::Verbose, Creator.Get(), TEXT("Projectile:%s - Role:%s - CatchupDuration:%0.2f"), *GetName(), *GetRoleName(), CatchupDuration);
COG_LOG_OBJECT(LogCogProjectile, ELogVerbosity::Verbose, Creator.Get(), TEXT("Projectile:%s - Role:%s - CatchupDuration:%dms"), *GetNameSafe(GetOwner()), *GetRoleName(), (int32)(CatchupDuration * 1000));
IsCatchingUp = true;
TickComponent(CatchupDuration, LEVELTICK_All, nullptr);
@@ -319,10 +324,10 @@ bool UCogSampleProjectileComponent::ShouldProcessOverlap(AActor* OtherActor, UPr
void UCogSampleProjectileComponent::OnCollisionOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool IsFromSweep, const FHitResult& SweepHit)
{
COG_LOG_OBJECT(LogCogProjectile, ELogVerbosity::Verbose, Creator.Get(), TEXT("Projectile:%s - Role:%s - Other:%s - Comp:%s"),
*GetName(),
*GetNameSafe(GetOwner()),
*GetRoleName(),
OtherActor != nullptr ? *OtherActor->GetName() : TEXT("NULL"),
OtherComp != nullptr ? *OtherComp->GetName() : TEXT("NULL"));
*GetNameSafe(OtherActor),
*GetNameSafe(OtherComp));
if (ShouldProcessOverlap(OtherActor, OtherComp, false) == false)
{
@@ -379,10 +384,10 @@ void UCogSampleProjectileComponent::OnCollisionOverlapBegin(UPrimitiveComponent*
void UCogSampleProjectileComponent::OnAssistanceOverlapBegin(UPrimitiveComponent* overlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool IsFromSweep, const FHitResult& Hit)
{
COG_LOG_OBJECT(LogCogProjectile, ELogVerbosity::Verbose, Creator.Get(), TEXT("Projectile:%s - Role:%s - Other:%s - Comp:%s"),
*GetName(),
*GetNameSafe(GetOwner()),
*GetRoleName(),
OtherActor != nullptr ? *OtherActor->GetName() : TEXT("NULL"),
OtherComp != nullptr ? *OtherComp->GetName() : TEXT("NULL"));
*GetNameSafe(OtherActor),
*GetNameSafe(OtherComp));
//-------------------------------------------------------------------------------------
// Call ShouldProcessOverlap with a requirement of a valid actor because the
@@ -432,10 +437,10 @@ void UCogSampleProjectileComponent::OnAssistanceOverlapBegin(UPrimitiveComponent
void UCogSampleProjectileComponent::TryHit(const FHitResult& HitResult)
{
COG_LOG_OBJECT(LogCogProjectile, ELogVerbosity::Verbose, Creator.Get(), TEXT("Projectile:%s - Role:%s - Other:%s - Comp:%s - Bone:%s"),
*GetName(),
*GetNameSafe(GetOwner()),
*GetRoleName(),
HitResult.GetActor() != nullptr ? *HitResult.GetActor()->GetName() : TEXT("NULL"),
HitResult.GetComponent() != nullptr ? *HitResult.GetComponent()->GetName() : TEXT("NULL"),
*GetNameSafe(HitResult.GetActor()),
*GetNameSafe(HitResult.GetComponent()),
*HitResult.BoneName.ToString());
//-----------------------------------------------------------------------------------------
@@ -461,6 +466,19 @@ void UCogSampleProjectileComponent::TryHit(const FHitResult& HitResult)
}
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleProjectileComponent::StopSimulating(const FHitResult& HitResult)
{
COG_LOG_OBJECT(LogCogProjectile, ELogVerbosity::Verbose, Creator.Get(), TEXT("Projectile:%s - Role:%s - Other:%s - Comp:%s - Bone:%s"),
*GetNameSafe(GetOwner()),
*GetRoleName(),
*GetNameSafe(HitResult.GetActor()),
*GetNameSafe(HitResult.GetComponent()),
*HitResult.BoneName.ToString());
Super::StopSimulating(HitResult);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleProjectileComponent::ClearHitActors()
{
@@ -534,3 +552,5 @@ FString UCogSampleProjectileComponent::GetRoleName() const
return SpawnPrediction->GetRoleName();
}