Make the ability window more easily overridable in case a project wants to add more ability debug

This commit is contained in:
Arnaud Jamin
2024-05-10 11:56:41 -04:00
parent 69ef005a1e
commit c4af1f304d
2 changed files with 265 additions and 148 deletions
@@ -45,9 +45,9 @@ void FCogAbilityWindow_Abilities::ResetConfig()
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderTick(float DetlaTime)
void FCogAbilityWindow_Abilities::RenderTick(float DeltaTime)
{
Super::RenderTick(DetlaTime);
Super::RenderTick(DeltaTime);
RenderOpenAbilities();
}
@@ -116,13 +116,13 @@ void FCogAbilityWindow_Abilities::RenderContent()
return;
}
RenderAbiltiesMenu(Selection);
RenderAbilitiesMenu(Selection);
RenderAbilitiesTable(*AbilitySystemComponent);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
void FCogAbilityWindow_Abilities::RenderAbilitiesMenu(AActor* Selection)
{
if (ImGui::BeginMenuBar())
{
@@ -155,18 +155,11 @@ void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
ImGui::Separator();
ImGui::Checkbox("Sort by Name", &Config->SortByName);
ImGui::Checkbox("Show Active", &Config->ShowActive);
ImGui::Checkbox("Show Inactive", &Config->ShowInactive);
ImGui::Checkbox("Show Blocked", &Config->ShowBlocked);
RenderAbilitiesMenuFilters();
ImGui::Separator();
ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Inactive Color", (float*)&Config->InactiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Blocked Color", (float*)&Config->BlockedAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Default Tag Color", (float*)&Config->DefaultTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Blocked Tag Color", (float*)&Config->BlockedTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
RenderAbilitiesMenuColorSettings();
ImGui::Separator();
@@ -184,6 +177,83 @@ void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesMenuFilters()
{
ImGui::Checkbox("Sort by Name", &Config->SortByName);
ImGui::Checkbox("Show Active", &Config->ShowActive);
ImGui::Checkbox("Show Inactive", &Config->ShowInactive);
ImGui::Checkbox("Show Pressed", &Config->ShowPressed);
ImGui::Checkbox("Show Blocked", &Config->ShowBlocked);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesMenuColorSettings()
{
ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Inactive Color", (float*)&Config->InactiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Blocked Color", (float*)&Config->BlockedAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Default Tag Color", (float*)&Config->DefaultTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Blocked Tag Color", (float*)&Config->BlockedTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Input Pressed Color", (float*)&Config->InputPressedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityActivation(FGameplayAbilitySpec& Spec)
{
FCogWindowWidgets::PushStyleCompact();
bool IsActive = Spec.IsActive();
if (ImGui::Checkbox("##Activation", &IsActive))
{
AbilityHandleToActivate = Spec.Handle;
}
FCogWindowWidgets::PopStyleCompact();
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesTableAbilityName(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index, FGameplayAbilitySpec& Spec, UGameplayAbility* Ability)
{
const ImVec4 Color = GetAbilityColor(AbilitySystemComponent, Spec);
ImGui::PushStyleColor(ImGuiCol_Text, Color);
if (ImGui::Selectable(TCHAR_TO_ANSI(*GetAbilityName(Ability)), SelectedIndex == Index, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap | ImGuiSelectableFlags_AllowDoubleClick))
{
SelectedIndex = Index;
if (ImGui::IsMouseDoubleClicked(0))
{
OpenAbility(Spec.Handle);
}
}
ImGui::PopStyleColor(1);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesTableAbilityBlocking(UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility* Ability)
{
if (Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false)
{
FGameplayTagContainer OwnedGameplayTags;
AbilitySystemComponent.GetOwnedGameplayTags(OwnedGameplayTags);
if (const FGameplayTagContainer* ActivationBlockedTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationBlockedTags))
{
FGameplayTagContainer AllBlockingTags;
AbilitySystemComponent.GetBlockedAbilityTags(AllBlockingTags);
AllBlockingTags.AppendTags(OwnedGameplayTags);
FCogAbilityHelper::RenderTagContainer(*ActivationBlockedTags, AllBlockingTags, false, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
}
ImGui::SameLine();
if (const FGameplayTagContainer* ActivationRequiredTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationRequiredTags))
{
FCogAbilityHelper::RenderTagContainer(*ActivationRequiredTags, OwnedGameplayTags, true, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
}
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent& AbilitySystemComponent)
{
@@ -191,7 +261,7 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
TArray<FGameplayAbilitySpec> FitleredAbilities;
for (FGameplayAbilitySpec& Spec: Abilities)
for (FGameplayAbilitySpec& Spec : Abilities)
{
const UGameplayAbility* Ability = Spec.GetPrimaryInstance();
if (Ability == nullptr)
@@ -199,24 +269,10 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
Ability = Spec.Ability;
}
const bool IsJustBlocked = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false;
const bool IsJustActive = Spec.IsActive() && IsJustBlocked == false;
const bool IsJustInactive = Spec.IsActive() == false && IsJustBlocked == false;
if (Config->ShowBlocked == false && IsJustBlocked)
if (ShouldShowAbility(AbilitySystemComponent, Spec, Ability) == false)
{
continue;
}
if (Config->ShowActive == false && IsJustActive)
{
continue;
}
if (Config->ShowInactive == false && IsJustInactive)
{
continue;
}
continue;
}
const auto AbilityName = StringCast<ANSICHAR>(*GetAbilityName(Ability));
if (Filter.PassFilter(AbilityName.Get()) == false)
@@ -235,24 +291,8 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
});
}
if (ImGui::BeginTable("Abilities", 6, ImGuiTableFlags_SizingFixedFit
| ImGuiTableFlags_Resizable
| ImGuiTableFlags_NoBordersInBodyUntilResize
| ImGuiTableFlags_ScrollY
| ImGuiTableFlags_RowBg
| ImGuiTableFlags_BordersV
| ImGuiTableFlags_Reorderable
| ImGuiTableFlags_Hideable))
if (RenderAbilitiesTableHeader(AbilitySystemComponent))
{
ImGui::TableSetupColumn("##Activation", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableSetupColumn("Ability");
ImGui::TableSetupColumn("Level");
ImGui::TableSetupColumn("Input");
ImGui::TableSetupColumn("Cooldown");
ImGui::TableSetupColumn("Blocking");
ImGui::TableHeadersRow();
static int SelectedIndex = -1;
int Index = 0;
@@ -268,98 +308,7 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
ImGui::PushID(Index);
const ImVec4 Color = GetAbilityColor(AbilitySystemComponent, Spec);
ImGui::PushStyleColor(ImGuiCol_Text, Color);
//------------------------
// Activation
//------------------------
ImGui::TableNextColumn();
FCogWindowWidgets::PushStyleCompact();
bool IsActive = Spec.IsActive();
if (ImGui::Checkbox("##Activation", &IsActive))
{
AbilityHandleToActivate = Spec.Handle;
}
FCogWindowWidgets::PopStyleCompact();
//------------------------
// Name
//------------------------
ImGui::TableNextColumn();
if (ImGui::Selectable(TCHAR_TO_ANSI(*GetAbilityName(Ability)), SelectedIndex == Index, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap | ImGuiSelectableFlags_AllowDoubleClick))
{
SelectedIndex = Index;
if (ImGui::IsMouseDoubleClicked(0))
{
OpenAbility(Spec.Handle);
}
}
ImGui::PopStyleColor(1);
//------------------------
// Popup
//------------------------
if (ImGui::IsItemHovered())
{
FCogWindowWidgets::BeginTableTooltip();
RenderAbilityInfo(AbilitySystemComponent, Spec);
FCogWindowWidgets::EndTableTooltip();
}
//------------------------
// ContextMenu
//------------------------
RenderAbilityContextMenu(AbilitySystemComponent, Spec, Index);
//------------------------
// Level
//------------------------
ImGui::TableNextColumn();
ImGui::Text("%d", Spec.Level);
//------------------------
// InputPressed
//------------------------
ImGui::TableNextColumn();
if (Spec.InputPressed > 0)
{
ImGui::Text("%d", Spec.InputPressed);
}
//------------------------
// Cooldown
//------------------------
ImGui::TableNextColumn();
RenderAbilityCooldown(AbilitySystemComponent, *Ability);
//------------------------
// Blocking
//------------------------
ImGui::TableNextColumn();
if (Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false)
{
FGameplayTagContainer OwnedGameplayTags;
AbilitySystemComponent.GetOwnedGameplayTags(OwnedGameplayTags);
if (const FGameplayTagContainer* ActivationBlockedTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationBlockedTags))
{
FGameplayTagContainer AllBlockingTags;
AbilitySystemComponent.GetBlockedAbilityTags(AllBlockingTags);
AllBlockingTags.AppendTags(OwnedGameplayTags);
FCogAbilityHelper::RenderTagContainer(*ActivationBlockedTags, AllBlockingTags, false, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
}
ImGui::SameLine();
if (const FGameplayTagContainer* ActivationRequiredTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationRequiredTags))
{
FCogAbilityHelper::RenderTagContainer(*ActivationRequiredTags, OwnedGameplayTags, true, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
}
}
RenderAbilitiesTableRow(AbilitySystemComponent, SelectedIndex, Index, Spec, Ability);
ImGui::PopID();
Index++;
@@ -369,6 +318,116 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
}
}
//--------------------------------------------------------------------------------------------------------------------------
bool FCogAbilityWindow_Abilities::ShouldShowAbility(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, const UGameplayAbility* Ability)
{
const bool IsBlocked = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false;
if (Config->ShowBlocked && IsBlocked)
{
return true;
}
if (Config->ShowActive && Spec.IsActive())
{
return true;
}
if (Config->ShowInactive && Spec.IsActive() == false)
{
return true;
}
if (Config->ShowPressed && Spec.InputPressed)
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
bool FCogAbilityWindow_Abilities::RenderAbilitiesTableHeader(UAbilitySystemComponent& AbilitySystemComponent)
{
if (ImGui::BeginTable("Abilities", 6, ImGuiTableFlags_SizingFixedFit
| ImGuiTableFlags_Resizable
| ImGuiTableFlags_NoBordersInBodyUntilResize
| ImGuiTableFlags_ScrollY
| ImGuiTableFlags_RowBg
| ImGuiTableFlags_BordersV
| ImGuiTableFlags_Reorderable
| ImGuiTableFlags_Hideable))
{
ImGui::TableSetupColumn("##Activation", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableSetupColumn("Ability");
ImGui::TableSetupColumn("Level");
ImGui::TableSetupColumn("Input");
ImGui::TableSetupColumn("Cooldown");
ImGui::TableSetupColumn("Blocking");
ImGui::TableHeadersRow();
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesTableRow(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index, FGameplayAbilitySpec& Spec, UGameplayAbility* Ability)
{
//------------------------
// Activation
//------------------------
ImGui::TableNextColumn();
RenderAbilityActivation(Spec);
//------------------------
// Name
//------------------------
ImGui::TableNextColumn();
RenderAbilitiesTableAbilityName(AbilitySystemComponent, SelectedIndex, Index, Spec, Ability);
//------------------------
// Popup
//------------------------
if (ImGui::IsItemHovered())
{
FCogWindowWidgets::BeginTableTooltip();
RenderAbilityInfo(AbilitySystemComponent, Spec);
FCogWindowWidgets::EndTableTooltip();
}
//------------------------
// ContextMenu
//------------------------
RenderAbilityContextMenu(AbilitySystemComponent, Spec, Index);
//------------------------
// Level
//------------------------
ImGui::TableNextColumn();
RenderAbilityLevel(Spec);
//------------------------
// InputPressed
//------------------------
ImGui::TableNextColumn();
RenderAbilityInputPressed(Spec);
//------------------------
// Cooldown
//------------------------
ImGui::TableNextColumn();
RenderAbilityCooldown(AbilitySystemComponent, *Ability);
//------------------------
// Blocking
//------------------------
ImGui::TableNextColumn();
RenderAbilitiesTableAbilityBlocking(AbilitySystemComponent, Ability);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityCooldown(const UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility& Ability)
{
@@ -377,8 +436,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityCooldown(const UAbilitySystemComp
return;
}
FGameplayAbilitySpec* Spec = Ability.GetCurrentAbilitySpec();
const FGameplayAbilitySpec* Spec = Ability.GetCurrentAbilitySpec();
if (Spec == nullptr)
{
return;
@@ -396,6 +454,21 @@ void FCogAbilityWindow_Abilities::RenderAbilityCooldown(const UAbilitySystemComp
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityLevel(FGameplayAbilitySpec& Spec)
{
ImGui::Text("%d", Spec.Level);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityInputPressed(FGameplayAbilitySpec& Spec)
{
if (Spec.InputPressed)
{
FCogWindowWidgets::SmallButton("Pressed", FCogImguiHelper::ToImVec4(Config->ActiveAbilityColor));
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityContextMenu(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, int Index)
{
@@ -464,7 +537,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
if (ImGui::BeginTable("Ability", 2, ImGuiTableFlags_Borders))
{
const ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
constexpr ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
ImGui::TableSetupColumn("Property");
ImGui::TableSetupColumn("Value");
@@ -531,7 +604,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Level");
ImGui::TableNextColumn();
ImGui::Text("%d", Spec.Level);
RenderAbilityLevel(Spec);
//------------------------
// InputID
@@ -549,7 +622,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Input Pressed");
ImGui::TableNextColumn();
ImGui::Text("%d", Spec.InputPressed);
RenderAbilityInputPressed(Spec);
//------------------------
// AbilityTags
@@ -591,10 +664,21 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
FCogAbilityHelper::RenderTagContainer(*ActivationBlockedTags, AllBlockingTags, false, false, false, FCogImguiHelper::ToImVec4(Config->DefaultTagsColor), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
}
//------------------------
// Additional info
//------------------------
RenderAbilityAdditionalInfo(AbilitySystemComponent, Spec, *Ability, TextColor);
ImGui::EndTable();
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityAdditionalInfo(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, UGameplayAbility& Ability, const ImVec4& TextColor)
{
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::GameTick(float DeltaTime)
{
@@ -4,6 +4,7 @@
#include "CogWindow.h"
#include "CogWindowConfig.h"
#include "GameplayAbilitySpecHandle.h"
#include "GameplayTagContainer.h"
#include "CogAbilityWindow_Abilities.generated.h"
class UAbilitySystemComponent;
@@ -26,18 +27,37 @@ protected:
virtual void RenderHelp() override;
virtual void RenderTick(float DetlaTime) override;
virtual void RenderTick(float DeltaTime) override;
virtual void RenderContent() override;
virtual void GameTick(float DeltaTime) override;
virtual void RenderAbiltiesMenu(AActor* Selection);
virtual void RenderAbilitiesMenu(AActor* Selection);
virtual void RenderAbilitiesMenuFilters();
virtual void RenderAbilitiesMenuColorSettings();
virtual FString GetAbilityName(const UGameplayAbility* Ability);
virtual void RenderAbilitiesTable(UAbilitySystemComponent& AbilitySystemComponent);
virtual bool RenderAbilitiesTableHeader(UAbilitySystemComponent& AbilitySystemComponent);
virtual void RenderAbilitiesTableRow(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index,
FGameplayAbilitySpec& Spec, UGameplayAbility* Ability);
virtual void RenderAbilityActivation(FGameplayAbilitySpec& Spec);
virtual void RenderAbilitiesTableAbilityName(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index, FGameplayAbilitySpec& Spec, UGameplayAbility* Ability);
virtual void RenderAbilitiesTableAbilityBlocking(UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility* Ability);
virtual void RenderAbilityLevel(FGameplayAbilitySpec& Spec);
virtual void RenderAbilityInputPressed(FGameplayAbilitySpec& Spec);
virtual void RenderAbilityCooldown(const UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility& Ability);
virtual void RenderAbilityContextMenu(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, int Index);
@@ -46,6 +66,8 @@ protected:
virtual void RenderAbilityInfo(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec);
virtual void RenderAbilityAdditionalInfo(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, UGameplayAbility& Ability, const ImVec4& TextColor);
virtual void ProcessAbilityActivation(const FGameplayAbilitySpecHandle& Handle);
virtual void ActivateAbility(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec);
@@ -58,6 +80,9 @@ protected:
virtual ImVec4 GetAbilityColor(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec);
virtual bool ShouldShowAbility(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec,
const UGameplayAbility* Ability);
FGameplayAbilitySpecHandle AbilityHandleToActivate;
FGameplayAbilitySpecHandle AbilityHandleToRemove;
@@ -88,6 +113,9 @@ public:
UPROPERTY(Config)
bool ShowInactive = true;
UPROPERTY(Config)
bool ShowPressed = true;
UPROPERTY(Config)
bool ShowBlocked = true;
@@ -106,6 +134,9 @@ public:
UPROPERTY(Config)
FVector4f BlockedTagsColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
UPROPERTY(Config)
FVector4f InputPressedColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
virtual void Reset() override
{
Super::Reset();
@@ -113,11 +144,13 @@ public:
SortByName = false;
ShowActive = true;
ShowInactive = true;
ShowPressed = true;
ShowBlocked = true;
ActiveAbilityColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
InactiveAbilityColor = FVector4f(1.0f, 1.0f, 1.0f, 1.0f);
BlockedAbilityColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
DefaultTagsColor = FVector4f(0.6f, 0.6f, 0.6f, 1.0f);
BlockedTagsColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
InputPressedColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
}
};