Add a CogAll module to ease the integration for projects that want all windows

This commit is contained in:
Arnaud Jamin
2024-01-09 01:12:31 -05:00
parent 4434b72835
commit 8cbecf504b
15 changed files with 280 additions and 155 deletions
+5 -4
View File
@@ -26,13 +26,14 @@ public class CogSample : ModuleRules
{
PublicDependencyModuleNames.AddRange(new string[]
{
"CogDebug",
"CogImgui",
"CogWindow",
"CogEngine",
"CogAbility",
"CogAI",
"CogAll",
"CogDebug",
"CogEngine",
"CogImgui",
"CogInput",
"CogWindow",
});
}
}
+9 -6
View File
@@ -355,6 +355,8 @@ void ACogSampleCharacter::TryFinishInitialize()
ACogAbilityReplicator::TryApplyAllTweaksOnActor(this);
#endif //ENABLE_COG
RefreshScale();
RegisterToAbilitySystemEvents();
bIsInitialized = true;
@@ -679,12 +681,13 @@ void ACogSampleCharacter::OnGhostTagNewOrRemoved(const FGameplayTag InTag, int32
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnScaleAttributeChanged(const FOnAttributeChangeData& Data)
{
//----------------------------------------------------------------------------------
// 'Data.NewValue' is not used because it seems to only corresponds to the changes
// of the BaseValue which do not account for the temporary modifiers.
//----------------------------------------------------------------------------------
const float CurrentScaleValue = AbilitySystem->GetNumericAttribute(Data.Attribute);
RefreshScale();
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::RefreshScale()
{
const float CurrentScaleValue = AbilitySystem->GetNumericAttribute(UCogSampleAttributeSet_Misc::GetScaleAttribute());
Scale = CurrentScaleValue;
MARK_PROPERTY_DIRTY_FROM_NAME(ACogSampleCharacter, Scale, this);
+2
View File
@@ -344,6 +344,8 @@ protected:
void UpdateActiveAbilitySlots();
void RefreshScale();
UFUNCTION()
void OnRep_Scale();
+5 -137
View File
@@ -1,48 +1,14 @@
#include "CogSampleGameState.h"
#include "CogSampleAbilitySystemComponent.h"
#include "GameFramework/Character.h"
#include "GameFramework/GameMode.h"
#include "GameFramework/GameState.h"
#include "Modules/ModuleManager.h"
#if ENABLE_COG
#include "CogAbilityWindow_Abilities.h"
#include "CogAbilityWindow_Attributes.h"
#include "CogAbilityWindow_Cheats.h"
#include "CogAbilityWindow_Effects.h"
#include "CogAbilityWindow_Pools.h"
#include "CogAbilityWindow_Tags.h"
#include "CogAbilityWindow_Tweaks.h"
#include "CogAIWindow_BehaviorTree.h"
#include "CogAIWindow_Blackboard.h"
#include "CogAll.h"
#include "CogDebugPlot.h"
#include "CogEngineWindow_CollisionTester.h"
#include "CogEngineWindow_CollisionViewer.h"
#include "CogEngineWindow_CommandBindings.h"
#include "CogEngineWindow_DebugSettings.h"
#include "CogEngineWindow_ImGui.h"
#include "CogEngineWindow_Inspector.h"
#include "CogEngineWindow_LogCategories.h"
#include "CogEngineWindow_Metrics.h"
#include "CogEngineWindow_NetEmulation.h"
#include "CogEngineWindow_OutputLog.h"
#include "CogEngineWindow_Plots.h"
#include "CogEngineWindow_Scalability.h"
#include "CogEngineWindow_Selection.h"
#include "CogEngineWindow_Skeleton.h"
#include "CogEngineWindow_Slate.h"
#include "CogEngineWindow_Spawns.h"
#include "CogEngineWindow_Stats.h"
#include "CogEngineWindow_TimeScale.h"
#include "CogEngineWindow_Transform.h"
#include "CogInputWindow_Actions.h"
#include "CogInputWindow_Gamepad.h"
#include "CogSampleWindow_Team.h"
#include "CogWindowManager.h"
#include "GameFramework/GameUserSettings.h"
#endif //ENABLE_COG
//--------------------------------------------------------------------------------------------------------------------------
@@ -67,7 +33,10 @@ void ACogSampleGameState::BeginPlay()
AbilitySystemComponent->InitAbilityActorInfo(this, this);
#if ENABLE_COG
InitializeCog();
CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager;
Cog::AddAllWindows(*CogWindowManager);
CogWindowManager->AddWindow<FCogSampleWindow_Team>("Gameplay.Team");
#endif //ENABLE_COG
}
@@ -97,11 +66,6 @@ void ACogSampleGameState::Tick(float DeltaSeconds)
FCogDebugPlot::PlotValue(this, "Frame Rate", GAverageFPS);
FCogDebugPlot::PlotValue(this, "Frame Time", GAverageMS);
//const float LocalWorldTime = GetWorld()->GetTimeSeconds();
//const float ServerWorldTime = GetServerWorldTimeSeconds();
//const float ServerWorldTimeDelta = LocalWorldTime - ServerWorldTime;
//FCogDebugPlot::PlotValue(this, "Server World Time Delta", ServerWorldTimeDelta);
if (CogWindowManager != nullptr)
{
CogWindowManager->Tick(DeltaSeconds);
@@ -109,99 +73,3 @@ void ACogSampleGameState::Tick(float DeltaSeconds)
#endif //ENABLE_COG
}
#if ENABLE_COG
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::InitializeCog()
{
CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager;
//---------------------------------------
// Engine
//---------------------------------------
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