mirror of
https://github.com/Ed94/Cog.git
synced 2026-07-26 01:13:47 +00:00
moved metric to CogDebug
This commit is contained in:
@@ -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;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user