mirror of
https://github.com/Ed94/Cog.git
synced 2026-06-13 00:01:37 -07:00
Add a CogAll module to ease the integration for projects that want all windows
This commit is contained in:
@@ -188,6 +188,19 @@ void RenderSnap(bool* SnapEnable, float* Snap)
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ImGui::PopItemWidth();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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bool FCogDebug_Gizmo::Draw(const char* Id, const APlayerController& InPlayerController, USceneComponent& SceneComponent, ECogDebug_GizmoFlags Flags)
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{
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FTransform Transform = SceneComponent.GetComponentTransform();
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if (Draw(Id, InPlayerController, Transform, Flags))
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{
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SceneComponent.SetWorldTransform(Transform);
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return true;
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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bool FCogDebug_Gizmo::Draw(const char* Id, const APlayerController& InPlayerController, FTransform& InOutTransform, ECogDebug_GizmoFlags Flags)
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{
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@@ -90,7 +90,7 @@ struct FCogDebugSettings
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float GizmoCursorSelectionThreshold = 10.0f;
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UPROPERTY(Config)
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float GizmoTranslationAxisLength = 50.0f;
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float GizmoTranslationAxisLength = 80.0f;
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UPROPERTY(Config)
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bool GizmoTranslationSnapEnable = false;
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@@ -126,10 +126,10 @@ struct FCogDebugSettings
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float GizmoScaleSnapValue = 1.0f;
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UPROPERTY(Config)
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float GizmoScaleBoxOffset = 50.0f;
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float GizmoScaleBoxOffset = 85.0f;
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UPROPERTY(Config)
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float GizmoScaleBoxExtent = 2.0f;
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float GizmoScaleBoxExtent = 5.0f;
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UPROPERTY(Config)
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float GizmoScaleSpeed = 0.01f;
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@@ -77,9 +77,13 @@ struct FCogDebug_GizmoElement
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//--------------------------------------------------------------------------------------------------------------------------
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struct COGDEBUG_API FCogDebug_Gizmo
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{
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bool Draw(const char* Id, const APlayerController& InPlayerController, USceneComponent& SceneComponent, ECogDebug_GizmoFlags Flags = ECogDebug_GizmoFlags::None);
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bool Draw(const char* Id, const APlayerController& InPlayerController, FTransform& InOutTransform, ECogDebug_GizmoFlags Flags = ECogDebug_GizmoFlags::None);
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ECogDebug_GizmoElementType DraggedElementType = ECogDebug_GizmoElementType::MAX;
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FVector2D CursorOffset = FVector2D::ZeroVector;
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FTransform InitialTransform = FTransform::Identity;
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};
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@@ -106,11 +106,8 @@ void FCogEngineWindow_CollisionTester::RenderContent()
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if (const APlayerController* LocalPlayerController = GetLocalPlayerController())
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{
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FTransform Transform = CollisionTester->EndComponent->GetComponentTransform();
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if (EndGizmo.Draw("CollisionTesterEndGizmo", *LocalPlayerController, Transform, ECogDebug_GizmoFlags::NoRotation | ECogDebug_GizmoFlags::NoScale))
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{
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CollisionTester->EndComponent->SetWorldTransform(Transform);
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}
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StartGizmo.Draw("CollisionTesterStartGizmo", *LocalPlayerController, *CollisionTester->StartComponent);
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EndGizmo.Draw("CollisionTesterEndGizmo", *LocalPlayerController, *CollisionTester->EndComponent, ECogDebug_GizmoFlags::NoRotation | ECogDebug_GizmoFlags::NoScale);
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}
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FCogWindowWidgets::SetNextItemToShortWidth();
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@@ -41,6 +41,7 @@ protected:
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TObjectPtr<UCogEngineConfig_CollisionTester> Config = nullptr;
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FCogDebug_Gizmo StartGizmo;
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FCogDebug_Gizmo EndGizmo;
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};
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@@ -0,0 +1,43 @@
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{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "CogAll",
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"Description": "",
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"Category": "Other",
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"CreatedBy": "Arnaud Jamin",
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"CreatedByURL": "",
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"DocsURL": "",
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"MarketplaceURL": "",
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"SupportURL": "",
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"CanContainContent": true,
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"IsBetaVersion": false,
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"IsExperimentalVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "CogAll",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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{
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"Name": "Cog",
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"Enabled": true
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},
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{
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"Name": "CogAbility",
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"Enabled": true
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},
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{
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"Name": "CogInput",
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"Enabled": true
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},
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{
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"Name": "CogAI",
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"Enabled": true
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}
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]
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}
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@@ -0,0 +1,24 @@
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using UnrealBuildTool;
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public class CogAll : ModuleRules
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{
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public CogAll(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(
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new []
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{
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"Core",
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"CoreUObject",
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"CogCommon",
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"CogAbility",
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"CogAI",
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"CogEngine",
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"CogInput",
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"CogWindow",
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"Engine",
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}
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);
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}
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}
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@@ -0,0 +1,124 @@
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#include "CogAll.h"
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#include "CogAbilityWindow_Abilities.h"
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#include "CogAbilityWindow_Attributes.h"
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#include "CogAbilityWindow_Cheats.h"
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#include "CogAbilityWindow_Effects.h"
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#include "CogAbilityWindow_Pools.h"
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#include "CogAbilityWindow_Tags.h"
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#include "CogAbilityWindow_Tweaks.h"
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#include "CogAIWindow_BehaviorTree.h"
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#include "CogAIWindow_Blackboard.h"
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#include "CogEngineWindow_CollisionTester.h"
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#include "CogEngineWindow_CollisionViewer.h"
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#include "CogEngineWindow_CommandBindings.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_Metrics.h"
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#include "CogEngineWindow_NetEmulation.h"
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#include "CogEngineWindow_OutputLog.h"
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#include "CogEngineWindow_Plots.h"
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#include "CogEngineWindow_Scalability.h"
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#include "CogEngineWindow_Selection.h"
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#include "CogEngineWindow_Skeleton.h"
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#include "CogEngineWindow_Slate.h"
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#include "CogEngineWindow_Spawns.h"
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#include "CogEngineWindow_Stats.h"
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#include "CogEngineWindow_TimeScale.h"
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#include "CogEngineWindow_Transform.h"
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#include "CogInputWindow_Actions.h"
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#include "CogInputWindow_Gamepad.h"
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#include "CogWindowManager.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameStateBase.h"
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#include "GameFramework/GameUserSettings.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void Cog::AddAllWindows(UCogWindowManager& CogWindowManager)
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{
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//---------------------------------------
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// Engine
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//---------------------------------------
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CogWindowManager.AddWindow<FCogEngineWindow_CollisionTester>("Engine.Collision Tester");
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CogWindowManager.AddWindow<FCogEngineWindow_CollisionViewer>("Engine.Collision Viewer");
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CogWindowManager.AddWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
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CogWindowManager.AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager.AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
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FCogEngineWindow_Inspector* Inspector = CogWindowManager.AddWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
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Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
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{
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if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
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{
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UserSettings->ApplySettings(true);
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}
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});
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CogWindowManager.AddWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager.AddWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogWindowManager.AddWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
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CogWindowManager.AddWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
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CogWindowManager.AddWindow<FCogEngineWindow_Plots>("Engine.Plots");
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FCogEngineWindow_Selection* SelectionWindow = CogWindowManager.AddWindow<FCogEngineWindow_Selection>("Engine.Selection");
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SelectionWindow->SetActorClasses({ ACharacter::StaticClass(), AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass() });
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SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECC_Pawn));
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CogWindowManager.AddWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
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CogWindowManager.AddWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
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CogWindowManager.AddWindow<FCogEngineWindow_Slate>("Engine.Slate");
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CogWindowManager.AddWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
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FCogEngineWindow_Stats* StatsWindow = CogWindowManager.AddWindow<FCogEngineWindow_Stats>("Engine.Stats");
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CogWindowManager.AddWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
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CogWindowManager.AddWindow<FCogEngineWindow_Transform>("Engine.Transform");
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//---------------------------------------
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// Abilities
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//---------------------------------------
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CogWindowManager.AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
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CogWindowManager.AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
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CogWindowManager.AddWindow<FCogAbilityWindow_BlockedTags>("Gameplay.Blocking Tags");
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CogWindowManager.AddWindow<FCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CogWindowManager.AddWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
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CogWindowManager.AddWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
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CogWindowManager.AddWindow<FCogAbilityWindow_OwnedTags>("Gameplay.Owned Tags");
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CogWindowManager.AddWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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//---------------------------------------
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// AI
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//---------------------------------------
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CogWindowManager.AddWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
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CogWindowManager.AddWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
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//---------------------------------------
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// Input
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//---------------------------------------
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CogWindowManager.AddWindow<FCogInputWindow_Actions>("Input.Actions");
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CogWindowManager.AddWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
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}
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@@ -0,0 +1,17 @@
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#include "CogAllModule.h"
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#define LOCTEXT_NAMESPACE "FCogAllModule"
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAllModule::StartupModule()
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{
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAllModule::ShutdownModule()
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{
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FCogAllModule, CogAll)
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@@ -0,0 +1,10 @@
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#pragma once
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#include "CoreMinimal.h"
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class UCogWindowManager;
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namespace Cog
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{
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void COGALL_API AddAllWindows(UCogWindowManager& CogWindowManager);
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}
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@@ -0,0 +1,18 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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class COGALL_API FCogAllModule : public IModuleInterface
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{
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public:
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static inline FCogAllModule &Get() { return FModuleManager::LoadModuleChecked<FCogAllModule>("CogAll"); }
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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};
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@@ -26,13 +26,14 @@ public class CogSample : ModuleRules
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{
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"CogDebug",
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"CogImgui",
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"CogWindow",
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"CogEngine",
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"CogAbility",
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"CogAI",
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"CogAll",
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"CogDebug",
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"CogEngine",
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"CogImgui",
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"CogInput",
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"CogWindow",
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});
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}
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}
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@@ -355,6 +355,8 @@ void ACogSampleCharacter::TryFinishInitialize()
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ACogAbilityReplicator::TryApplyAllTweaksOnActor(this);
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#endif //ENABLE_COG
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RefreshScale();
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RegisterToAbilitySystemEvents();
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bIsInitialized = true;
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@@ -679,12 +681,13 @@ void ACogSampleCharacter::OnGhostTagNewOrRemoved(const FGameplayTag InTag, int32
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::OnScaleAttributeChanged(const FOnAttributeChangeData& Data)
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{
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//----------------------------------------------------------------------------------
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// 'Data.NewValue' is not used because it seems to only corresponds to the changes
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// of the BaseValue which do not account for the temporary modifiers.
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//----------------------------------------------------------------------------------
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const float CurrentScaleValue = AbilitySystem->GetNumericAttribute(Data.Attribute);
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RefreshScale();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::RefreshScale()
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{
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const float CurrentScaleValue = AbilitySystem->GetNumericAttribute(UCogSampleAttributeSet_Misc::GetScaleAttribute());
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Scale = CurrentScaleValue;
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MARK_PROPERTY_DIRTY_FROM_NAME(ACogSampleCharacter, Scale, this);
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@@ -344,6 +344,8 @@ protected:
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void UpdateActiveAbilitySlots();
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void RefreshScale();
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UFUNCTION()
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void OnRep_Scale();
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@@ -1,48 +1,14 @@
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#include "CogSampleGameState.h"
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#include "CogSampleAbilitySystemComponent.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameMode.h"
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#include "GameFramework/GameState.h"
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#include "Modules/ModuleManager.h"
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#if ENABLE_COG
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#include "CogAbilityWindow_Abilities.h"
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#include "CogAbilityWindow_Attributes.h"
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#include "CogAbilityWindow_Cheats.h"
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#include "CogAbilityWindow_Effects.h"
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#include "CogAbilityWindow_Pools.h"
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#include "CogAbilityWindow_Tags.h"
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#include "CogAbilityWindow_Tweaks.h"
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#include "CogAIWindow_BehaviorTree.h"
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#include "CogAIWindow_Blackboard.h"
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#include "CogAll.h"
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#include "CogDebugPlot.h"
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#include "CogEngineWindow_CollisionTester.h"
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#include "CogEngineWindow_CollisionViewer.h"
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#include "CogEngineWindow_CommandBindings.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_Metrics.h"
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#include "CogEngineWindow_NetEmulation.h"
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#include "CogEngineWindow_OutputLog.h"
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#include "CogEngineWindow_Plots.h"
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#include "CogEngineWindow_Scalability.h"
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#include "CogEngineWindow_Selection.h"
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#include "CogEngineWindow_Skeleton.h"
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#include "CogEngineWindow_Slate.h"
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#include "CogEngineWindow_Spawns.h"
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#include "CogEngineWindow_Stats.h"
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#include "CogEngineWindow_TimeScale.h"
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#include "CogEngineWindow_Transform.h"
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#include "CogInputWindow_Actions.h"
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#include "CogInputWindow_Gamepad.h"
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#include "CogSampleWindow_Team.h"
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#include "CogWindowManager.h"
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#include "GameFramework/GameUserSettings.h"
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#endif //ENABLE_COG
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -67,7 +33,10 @@ void ACogSampleGameState::BeginPlay()
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AbilitySystemComponent->InitAbilityActorInfo(this, this);
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#if ENABLE_COG
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InitializeCog();
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CogWindowManager = NewObject<UCogWindowManager>(this);
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CogWindowManagerRef = CogWindowManager;
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Cog::AddAllWindows(*CogWindowManager);
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CogWindowManager->AddWindow<FCogSampleWindow_Team>("Gameplay.Team");
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#endif //ENABLE_COG
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}
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@@ -97,11 +66,6 @@ void ACogSampleGameState::Tick(float DeltaSeconds)
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FCogDebugPlot::PlotValue(this, "Frame Rate", GAverageFPS);
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FCogDebugPlot::PlotValue(this, "Frame Time", GAverageMS);
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//const float LocalWorldTime = GetWorld()->GetTimeSeconds();
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//const float ServerWorldTime = GetServerWorldTimeSeconds();
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//const float ServerWorldTimeDelta = LocalWorldTime - ServerWorldTime;
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//FCogDebugPlot::PlotValue(this, "Server World Time Delta", ServerWorldTimeDelta);
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if (CogWindowManager != nullptr)
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{
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CogWindowManager->Tick(DeltaSeconds);
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@@ -109,99 +73,3 @@ void ACogSampleGameState::Tick(float DeltaSeconds)
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#endif //ENABLE_COG
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}
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#if ENABLE_COG
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::InitializeCog()
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{
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CogWindowManager = NewObject<UCogWindowManager>(this);
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CogWindowManagerRef = CogWindowManager;
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//---------------------------------------
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// Engine
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//---------------------------------------
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_CollisionTester>("Engine.Collision Tester");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_CollisionViewer>("Engine.Collision Viewer");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
|
||||
|
||||
FCogEngineWindow_Inspector* Inspector = CogWindowManager->AddWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
|
||||
Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
|
||||
{
|
||||
if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
|
||||
{
|
||||
UserSettings->ApplySettings(true);
|
||||
}
|
||||
});
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Plots>("Engine.Plots");
|
||||
|
||||
FCogEngineWindow_Selection* SelectionWindow = CogWindowManager->AddWindow<FCogEngineWindow_Selection>("Engine.Selection");
|
||||
SelectionWindow->SetActorClasses({ ACharacter::StaticClass(), AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass() });
|
||||
SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Pawn));
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Slate>("Engine.Slate");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
|
||||
|
||||
FCogEngineWindow_Stats* StatsWindow = CogWindowManager->AddWindow<FCogEngineWindow_Stats>("Engine.Stats");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
|
||||
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Transform>("Engine.Transform");
|
||||
|
||||
//---------------------------------------
|
||||
// Abilities
|
||||
//---------------------------------------
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
|
||||
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
|
||||
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_BlockedTags>("Gameplay.Blocking Tags");
|
||||
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Cheats>("Gameplay.Cheats");
|
||||
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
|
||||
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
|
||||
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_OwnedTags>("Gameplay.Owned Tags");
|
||||
|
||||
CogWindowManager->AddWindow<FCogSampleWindow_Team>("Gameplay.Team");
|
||||
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
|
||||
|
||||
//---------------------------------------
|
||||
// AI
|
||||
//---------------------------------------
|
||||
CogWindowManager->AddWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
|
||||
|
||||
CogWindowManager->AddWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
|
||||
|
||||
//---------------------------------------
|
||||
// Input
|
||||
//---------------------------------------
|
||||
CogWindowManager->AddWindow<FCogInputWindow_Actions>("Input.Actions");
|
||||
|
||||
CogWindowManager->AddWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
|
||||
}
|
||||
|
||||
#endif //ENABLE_COG
|
||||
|
||||
Reference in New Issue
Block a user