moved metric to CogDebug

This commit is contained in:
Arnaud Jamin
2023-10-03 12:04:56 -04:00
parent 60b1578e96
commit 9eeaec254a
16 changed files with 531 additions and 486 deletions
+5 -12
View File
@@ -2,6 +2,7 @@
#include "Camera/CameraComponent.h"
#include "CogDebugLogMacros.h"
#include "CogDebugMetric.h"
#include "CogSampleAttributeSet_Health.h"
#include "CogSampleAttributeSet_Misc.h"
#include "CogSampleCharacterMovementComponent.h"
@@ -345,26 +346,18 @@ void ACogSampleCharacter::Look(const FInputActionValue& Value)
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnDamageReceived(float ReceivedDamage, float IncomingDamage, AActor* DamageDealer, const FGameplayEffectSpec& EffectSpec)
void ACogSampleCharacter::OnDamageReceived(float MitigatedDamage, float UnmitigatedDamage, AActor* DamageDealer, const FGameplayEffectSpec& EffectSpec)
{
#if USE_COG
FCogInterfaceMetricEventParams Params;
Params.Name = "Damage Received";
Params.MitigatedValue = ReceivedDamage;
Params.UnmitigatedValue = IncomingDamage;
OnMetricEventDelegate.Broadcast(Params);
FCogDebugMetric::AddMetric(this, "Damage Received", MitigatedDamage, UnmitigatedDamage, false);
#endif //USE_COG
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnDamageDealt(float ReceivedDamage, float IncomingDamage, AActor* DamageReceiver, const FGameplayEffectSpec& EffectSpec)
void ACogSampleCharacter::OnDamageDealt(float MitigatedDamage, float UnmitigatedDamage, AActor* DamageReceiver, const FGameplayEffectSpec& EffectSpec)
{
#if USE_COG
FCogInterfaceMetricEventParams Params;
Params.Name = "Damage Dealt";
Params.MitigatedValue = ReceivedDamage;
Params.UnmitigatedValue = IncomingDamage;
OnMetricEventDelegate.Broadcast(Params);
FCogDebugMetric::AddMetric(this, "Damage Dealt", MitigatedDamage, UnmitigatedDamage, false);
#endif //USE_COG
}
+34 -9
View File
@@ -5,7 +5,6 @@
#include "ActiveGameplayEffectHandle.h"
#include "AttributeSet.h"
#include "CogDefines.h"
#include "CogInterfaceMetricActor.h"
#include "CogInterfaceFilteredActor.h"
#include "GameFramework/Character.h"
#include "GameplayAbilitySpecHandle.h"
@@ -59,7 +58,6 @@ UCLASS(config=Game)
class ACogSampleCharacter : public ACharacter
, public IAbilitySystemInterface
, public ICogInterfacesFilteredActor
, public ICogInterfaceMetricActor
{
GENERATED_BODY()
@@ -70,14 +68,22 @@ public:
// ACharacter overrides
//----------------------------------------------------------------------------------------------------------------------
virtual void BeginPlay();
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason);
virtual void MarkComponentsAsPendingKill() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
virtual void PossessedBy(AController* NewController) override;
virtual FCogInterfaceOnMetricEvent& OnMetricEvent() override { return OnMetricEventDelegate; }
virtual bool IsActorFilteringDebug() const override { return true; }
//----------------------------------------------------------------------------------------------------------------------
// IAbilitySystemInterface overrides
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintPure)
UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//----------------------------------------------------------------------------------------------------------------------
void OnAcknowledgePossession(APlayerController* InController);
void OnDamageReceived(float DamageAmount, float UnmitigatedDamageAmount, AActor* DamageDealer, const FGameplayEffectSpec& EffectSpec);
@@ -92,9 +98,8 @@ public:
UCameraComponent* GetFollowCamera() const { return FollowCamera; }
UFUNCTION(BlueprintPure)
UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//----------------------------------------------------------------------------------------------------------------------
// Camera
//----------------------------------------------------------------------------------------------------------------------
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
@@ -104,6 +109,9 @@ public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
UCameraComponent* FollowCamera;
//----------------------------------------------------------------------------------------------------------------------
// Input
//----------------------------------------------------------------------------------------------------------------------
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputMappingContext* DefaultMappingContext;
@@ -131,6 +139,9 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
TArray<UInputAction*> ItemActions;
//----------------------------------------------------------------------------------------------------------------------
// Ability
//----------------------------------------------------------------------------------------------------------------------
UPROPERTY(BlueprintReadOnly, Category = Ability, meta = (AllowPrivateAccess = "true"))
UAbilitySystemComponent* AbilitySystem = nullptr;
@@ -146,31 +157,45 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
TArray<TSubclassOf<UGameplayEffect>> Effects;
FCogInterfaceOnMetricEvent OnMetricEventDelegate;
private:
void InitializeAbilitySystem();
void ShutdownAbilitySystem();
void Move(const FInputActionValue& Value);
void MoveZ(const FInputActionValue& Value);
void Look(const FInputActionValue& Value);
void OnAbilityInputStarted(const FInputActionValue& Value, int32 Index);
void OnAbilityInputCompleted(const FInputActionValue& Value, int32 Index);
void ActivateItem(const FInputActionValue& Value, int32 Index);
void OnGameplayEffectAdded(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayEffectSpec& GameplayEffectSpec, FActiveGameplayEffectHandle Handle);
void OnGameplayEffectRemoved(const FActiveGameplayEffect& RemovedGameplayEffect);
void OnGhostTagNewOrRemoved(const FGameplayTag InTag, int32 NewCount);
void OnScaleAttributeChanged(const FOnAttributeChangeData& Data);
UPROPERTY(Replicated, Transient)
TArray<FGameplayAbilitySpecHandle> ActiveAbilityHandles;
FDelegateHandle GameplayEffectAddedHandle;
FDelegateHandle GameplayEffectRemovedHandle;
FDelegateHandle GhostTagDelegateHandle;
FDelegateHandle ScaleAttributeDelegateHandle;
bool bIsGhost = false;
bool bIsInitialized = false;
};
+11 -25
View File
@@ -18,7 +18,6 @@
#include "CogAbilityWindow_Attributes.h"
#include "CogAbilityWindow_Cheats.h"
#include "CogAbilityWindow_Effects.h"
#include "CogAbilityWindow_Metrics.h"
#include "CogAbilityWindow_Pools.h"
#include "CogAbilityWindow_Tags.h"
#include "CogAbilityWindow_Tweaks.h"
@@ -33,11 +32,12 @@
#include "CogEngineWindow_LogCategories.h"
#include "CogEngineWindow_NetEmulation.h"
#include "CogEngineWindow_OutputLog.h"
#include "CogEngineWindow_Metrics.h"
#include "CogEngineWindow_Plots.h"
#include "CogEngineWindow_Scalability.h"
#include "CogEngineWindow_Selection.h"
#include "CogEngineWindow_Skeleton.h"
#include "CogEngineWindow_Spawn.h"
#include "CogEngineWindow_Spawns.h"
#include "CogEngineWindow_Stats.h"
#include "CogEngineWindow_Time.h"
#include "CogImguiModule.h"
@@ -160,29 +160,22 @@ void ACogSampleGameState::InitializeCog()
CogWindowManager->CreateWindow<UCogEngineWindow_Plots>("Engine.Plots");
UCogEngineWindow_Selection* SelectionWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Selection>("Engine.Selection");
SelectionWindow->SetActorSubClasses({ AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass(), ACharacter::StaticClass() });
SelectionWindow->SetCurrentActorSubClass(ACharacter::StaticClass());
SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Pawn));
CogWindowManager->CreateWindow<UCogEngineWindow_Scalability>("Engine.Scalability");
CogWindowManager->CreateWindow<UCogEngineWindow_Skeleton>("Engine.Skeleton");
UCogEngineWindow_Spawn* SpawnWindow =CogWindowManager->CreateWindow<UCogEngineWindow_Spawn>("Engine.Spawn");
UCogEngineWindow_Spawns* SpawnWindow =CogWindowManager->CreateWindow<UCogEngineWindow_Spawns>("Engine.Spawns");
SpawnWindow->SetSpawnsAsset(GetFirstAssetByClass<UCogEngineDataAsset_Spawns>());
CogWindowManager->CreateWindow<UCogEngineWindow_Time>("Engine.Time");
UCogEngineWindow_Selection* SelectionWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Selection>("Engine.Selection");
TArray<TSubclassOf<AActor>> SubClasses
{
AActor::StaticClass(),
AGameModeBase::StaticClass(),
AGameStateBase::StaticClass(),
ACharacter::StaticClass()
};
SelectionWindow->SetActorSubClasses(SubClasses);
SelectionWindow->SetCurrentActorSubClass(ACharacter::StaticClass());
SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Pawn));
UCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Stats>("Engine.Stats");
CogWindowManager->CreateWindow<UCogEngineWindow_Time>("Engine.Time");
//---------------------------------------
// Abilities
//---------------------------------------
@@ -194,7 +187,7 @@ void ACogSampleGameState::InitializeCog()
UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
CheatsWindow->CheatsAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Cheats>();
CogWindowManager->CreateWindow<UCogAbilityWindow_Metrics>("Gameplay.Metrics");
CogWindowManager->CreateWindow<UCogEngineWindow_Metrics>("Gameplay.Metrics");
UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
EffectsWindow->NegativeEffectTag = Tag_Effect_Alignment_Negative;
@@ -222,18 +215,11 @@ void ACogSampleGameState::InitializeCog()
//---------------------------------------
CogWindowManager->AddMainMenuWidget(SelectionWindow);
CogWindowManager->AddMainMenuWidget(StatsWindow);
CogWindowManager->RebuildMenu();
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::RenderCog(float DeltaTime)
{
static bool ShowImGuiDemo = false;
if (ShowImGuiDemo)
{
ImGui::ShowDemoWindow(&ShowImGuiDemo);
}
CogWindowManager->Render(DeltaTime);
}