mirror of
https://github.com/Ed94/Cog.git
synced 2026-06-13 08:02:23 -07:00
Make the ability window more easily overridable in case a project wants to add more ability debug
This commit is contained in:
@@ -45,9 +45,9 @@ void FCogAbilityWindow_Abilities::ResetConfig()
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderTick(float DetlaTime)
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void FCogAbilityWindow_Abilities::RenderTick(float DeltaTime)
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{
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Super::RenderTick(DetlaTime);
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Super::RenderTick(DeltaTime);
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RenderOpenAbilities();
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}
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@@ -116,13 +116,13 @@ void FCogAbilityWindow_Abilities::RenderContent()
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return;
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}
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RenderAbiltiesMenu(Selection);
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RenderAbilitiesMenu(Selection);
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RenderAbilitiesTable(*AbilitySystemComponent);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
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void FCogAbilityWindow_Abilities::RenderAbilitiesMenu(AActor* Selection)
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{
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if (ImGui::BeginMenuBar())
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{
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@@ -155,18 +155,11 @@ void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
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ImGui::Separator();
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ImGui::Checkbox("Sort by Name", &Config->SortByName);
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ImGui::Checkbox("Show Active", &Config->ShowActive);
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ImGui::Checkbox("Show Inactive", &Config->ShowInactive);
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ImGui::Checkbox("Show Blocked", &Config->ShowBlocked);
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RenderAbilitiesMenuFilters();
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ImGui::Separator();
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ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Inactive Color", (float*)&Config->InactiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Blocked Color", (float*)&Config->BlockedAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Default Tag Color", (float*)&Config->DefaultTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Blocked Tag Color", (float*)&Config->BlockedTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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RenderAbilitiesMenuColorSettings();
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ImGui::Separator();
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@@ -184,6 +177,83 @@ void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilitiesMenuFilters()
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{
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ImGui::Checkbox("Sort by Name", &Config->SortByName);
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ImGui::Checkbox("Show Active", &Config->ShowActive);
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ImGui::Checkbox("Show Inactive", &Config->ShowInactive);
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ImGui::Checkbox("Show Pressed", &Config->ShowPressed);
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ImGui::Checkbox("Show Blocked", &Config->ShowBlocked);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilitiesMenuColorSettings()
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{
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ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Inactive Color", (float*)&Config->InactiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Blocked Color", (float*)&Config->BlockedAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Default Tag Color", (float*)&Config->DefaultTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Blocked Tag Color", (float*)&Config->BlockedTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Input Pressed Color", (float*)&Config->InputPressedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilityActivation(FGameplayAbilitySpec& Spec)
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{
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FCogWindowWidgets::PushStyleCompact();
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bool IsActive = Spec.IsActive();
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if (ImGui::Checkbox("##Activation", &IsActive))
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{
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AbilityHandleToActivate = Spec.Handle;
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}
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FCogWindowWidgets::PopStyleCompact();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilitiesTableAbilityName(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index, FGameplayAbilitySpec& Spec, UGameplayAbility* Ability)
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{
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const ImVec4 Color = GetAbilityColor(AbilitySystemComponent, Spec);
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ImGui::PushStyleColor(ImGuiCol_Text, Color);
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if (ImGui::Selectable(TCHAR_TO_ANSI(*GetAbilityName(Ability)), SelectedIndex == Index, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap | ImGuiSelectableFlags_AllowDoubleClick))
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{
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SelectedIndex = Index;
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if (ImGui::IsMouseDoubleClicked(0))
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{
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OpenAbility(Spec.Handle);
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}
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}
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ImGui::PopStyleColor(1);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilitiesTableAbilityBlocking(UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility* Ability)
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{
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if (Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false)
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{
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FGameplayTagContainer OwnedGameplayTags;
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AbilitySystemComponent.GetOwnedGameplayTags(OwnedGameplayTags);
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if (const FGameplayTagContainer* ActivationBlockedTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationBlockedTags))
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{
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FGameplayTagContainer AllBlockingTags;
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AbilitySystemComponent.GetBlockedAbilityTags(AllBlockingTags);
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AllBlockingTags.AppendTags(OwnedGameplayTags);
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FCogAbilityHelper::RenderTagContainer(*ActivationBlockedTags, AllBlockingTags, false, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
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}
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ImGui::SameLine();
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if (const FGameplayTagContainer* ActivationRequiredTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationRequiredTags))
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{
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FCogAbilityHelper::RenderTagContainer(*ActivationRequiredTags, OwnedGameplayTags, true, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent& AbilitySystemComponent)
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{
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@@ -191,7 +261,7 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
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TArray<FGameplayAbilitySpec> FitleredAbilities;
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for (FGameplayAbilitySpec& Spec: Abilities)
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for (FGameplayAbilitySpec& Spec : Abilities)
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{
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const UGameplayAbility* Ability = Spec.GetPrimaryInstance();
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if (Ability == nullptr)
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@@ -199,24 +269,10 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
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Ability = Spec.Ability;
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}
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const bool IsJustBlocked = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false;
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const bool IsJustActive = Spec.IsActive() && IsJustBlocked == false;
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const bool IsJustInactive = Spec.IsActive() == false && IsJustBlocked == false;
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if (Config->ShowBlocked == false && IsJustBlocked)
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if (ShouldShowAbility(AbilitySystemComponent, Spec, Ability) == false)
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{
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continue;
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}
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if (Config->ShowActive == false && IsJustActive)
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{
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continue;
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}
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if (Config->ShowInactive == false && IsJustInactive)
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{
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continue;
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}
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continue;
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}
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const auto AbilityName = StringCast<ANSICHAR>(*GetAbilityName(Ability));
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if (Filter.PassFilter(AbilityName.Get()) == false)
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@@ -235,24 +291,8 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
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});
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}
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if (ImGui::BeginTable("Abilities", 6, ImGuiTableFlags_SizingFixedFit
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| ImGuiTableFlags_Resizable
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| ImGuiTableFlags_NoBordersInBodyUntilResize
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| ImGuiTableFlags_ScrollY
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| ImGuiTableFlags_RowBg
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| ImGuiTableFlags_BordersV
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| ImGuiTableFlags_Reorderable
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| ImGuiTableFlags_Hideable))
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if (RenderAbilitiesTableHeader(AbilitySystemComponent))
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{
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ImGui::TableSetupColumn("##Activation", ImGuiTableColumnFlags_WidthFixed);
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ImGui::TableSetupScrollFreeze(0, 1);
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ImGui::TableSetupColumn("Ability");
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ImGui::TableSetupColumn("Level");
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ImGui::TableSetupColumn("Input");
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ImGui::TableSetupColumn("Cooldown");
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ImGui::TableSetupColumn("Blocking");
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ImGui::TableHeadersRow();
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static int SelectedIndex = -1;
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int Index = 0;
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@@ -268,98 +308,7 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
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ImGui::PushID(Index);
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const ImVec4 Color = GetAbilityColor(AbilitySystemComponent, Spec);
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ImGui::PushStyleColor(ImGuiCol_Text, Color);
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//------------------------
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// Activation
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//------------------------
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ImGui::TableNextColumn();
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FCogWindowWidgets::PushStyleCompact();
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bool IsActive = Spec.IsActive();
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if (ImGui::Checkbox("##Activation", &IsActive))
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{
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AbilityHandleToActivate = Spec.Handle;
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}
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FCogWindowWidgets::PopStyleCompact();
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//------------------------
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// Name
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//------------------------
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ImGui::TableNextColumn();
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if (ImGui::Selectable(TCHAR_TO_ANSI(*GetAbilityName(Ability)), SelectedIndex == Index, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap | ImGuiSelectableFlags_AllowDoubleClick))
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{
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SelectedIndex = Index;
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if (ImGui::IsMouseDoubleClicked(0))
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{
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OpenAbility(Spec.Handle);
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}
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}
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ImGui::PopStyleColor(1);
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//------------------------
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// Popup
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//------------------------
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if (ImGui::IsItemHovered())
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{
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FCogWindowWidgets::BeginTableTooltip();
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RenderAbilityInfo(AbilitySystemComponent, Spec);
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FCogWindowWidgets::EndTableTooltip();
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}
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//------------------------
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// ContextMenu
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//------------------------
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RenderAbilityContextMenu(AbilitySystemComponent, Spec, Index);
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//------------------------
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// Level
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//------------------------
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ImGui::TableNextColumn();
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ImGui::Text("%d", Spec.Level);
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//------------------------
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// InputPressed
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//------------------------
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ImGui::TableNextColumn();
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if (Spec.InputPressed > 0)
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{
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ImGui::Text("%d", Spec.InputPressed);
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}
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//------------------------
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// Cooldown
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//------------------------
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ImGui::TableNextColumn();
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RenderAbilityCooldown(AbilitySystemComponent, *Ability);
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//------------------------
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// Blocking
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//------------------------
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ImGui::TableNextColumn();
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if (Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false)
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{
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FGameplayTagContainer OwnedGameplayTags;
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AbilitySystemComponent.GetOwnedGameplayTags(OwnedGameplayTags);
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if (const FGameplayTagContainer* ActivationBlockedTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationBlockedTags))
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{
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FGameplayTagContainer AllBlockingTags;
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AbilitySystemComponent.GetBlockedAbilityTags(AllBlockingTags);
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AllBlockingTags.AppendTags(OwnedGameplayTags);
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FCogAbilityHelper::RenderTagContainer(*ActivationBlockedTags, AllBlockingTags, false, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
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}
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ImGui::SameLine();
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if (const FGameplayTagContainer* ActivationRequiredTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationRequiredTags))
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{
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FCogAbilityHelper::RenderTagContainer(*ActivationRequiredTags, OwnedGameplayTags, true, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
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}
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}
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RenderAbilitiesTableRow(AbilitySystemComponent, SelectedIndex, Index, Spec, Ability);
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ImGui::PopID();
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Index++;
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@@ -369,6 +318,116 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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bool FCogAbilityWindow_Abilities::ShouldShowAbility(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, const UGameplayAbility* Ability)
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{
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const bool IsBlocked = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false;
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if (Config->ShowBlocked && IsBlocked)
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{
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return true;
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}
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if (Config->ShowActive && Spec.IsActive())
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{
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return true;
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}
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if (Config->ShowInactive && Spec.IsActive() == false)
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{
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return true;
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}
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if (Config->ShowPressed && Spec.InputPressed)
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{
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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 FCogAbilityWindow_Abilities::RenderAbilitiesTableHeader(UAbilitySystemComponent& AbilitySystemComponent)
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{
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if (ImGui::BeginTable("Abilities", 6, ImGuiTableFlags_SizingFixedFit
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| ImGuiTableFlags_Resizable
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| ImGuiTableFlags_NoBordersInBodyUntilResize
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| ImGuiTableFlags_ScrollY
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| ImGuiTableFlags_RowBg
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| ImGuiTableFlags_BordersV
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| ImGuiTableFlags_Reorderable
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| ImGuiTableFlags_Hideable))
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{
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ImGui::TableSetupColumn("##Activation", ImGuiTableColumnFlags_WidthFixed);
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ImGui::TableSetupScrollFreeze(0, 1);
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ImGui::TableSetupColumn("Ability");
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ImGui::TableSetupColumn("Level");
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ImGui::TableSetupColumn("Input");
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ImGui::TableSetupColumn("Cooldown");
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ImGui::TableSetupColumn("Blocking");
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ImGui::TableHeadersRow();
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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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void FCogAbilityWindow_Abilities::RenderAbilitiesTableRow(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index, FGameplayAbilitySpec& Spec, UGameplayAbility* Ability)
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{
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//------------------------
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// Activation
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//------------------------
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ImGui::TableNextColumn();
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RenderAbilityActivation(Spec);
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//------------------------
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// Name
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//------------------------
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ImGui::TableNextColumn();
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RenderAbilitiesTableAbilityName(AbilitySystemComponent, SelectedIndex, Index, Spec, Ability);
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//------------------------
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// Popup
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//------------------------
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if (ImGui::IsItemHovered())
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{
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FCogWindowWidgets::BeginTableTooltip();
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RenderAbilityInfo(AbilitySystemComponent, Spec);
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FCogWindowWidgets::EndTableTooltip();
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}
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//------------------------
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// ContextMenu
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//------------------------
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RenderAbilityContextMenu(AbilitySystemComponent, Spec, Index);
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//------------------------
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// Level
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//------------------------
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ImGui::TableNextColumn();
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RenderAbilityLevel(Spec);
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//------------------------
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// InputPressed
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//------------------------
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ImGui::TableNextColumn();
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RenderAbilityInputPressed(Spec);
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//------------------------
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// Cooldown
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//------------------------
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ImGui::TableNextColumn();
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RenderAbilityCooldown(AbilitySystemComponent, *Ability);
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//------------------------
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// Blocking
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//------------------------
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ImGui::TableNextColumn();
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RenderAbilitiesTableAbilityBlocking(AbilitySystemComponent, Ability);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilityCooldown(const UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility& Ability)
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{
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@@ -377,8 +436,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityCooldown(const UAbilitySystemComp
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return;
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}
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FGameplayAbilitySpec* Spec = Ability.GetCurrentAbilitySpec();
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const FGameplayAbilitySpec* Spec = Ability.GetCurrentAbilitySpec();
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if (Spec == nullptr)
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{
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return;
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@@ -396,6 +454,21 @@ void FCogAbilityWindow_Abilities::RenderAbilityCooldown(const UAbilitySystemComp
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilityLevel(FGameplayAbilitySpec& Spec)
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{
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ImGui::Text("%d", Spec.Level);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilityInputPressed(FGameplayAbilitySpec& Spec)
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{
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if (Spec.InputPressed)
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{
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FCogWindowWidgets::SmallButton("Pressed", FCogImguiHelper::ToImVec4(Config->ActiveAbilityColor));
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilityContextMenu(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, int Index)
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{
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@@ -464,7 +537,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
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if (ImGui::BeginTable("Ability", 2, ImGuiTableFlags_Borders))
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{
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const ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
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constexpr ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
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ImGui::TableSetupColumn("Property");
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ImGui::TableSetupColumn("Value");
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@@ -531,7 +604,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
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ImGui::TableNextColumn();
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ImGui::TextColored(TextColor, "Level");
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ImGui::TableNextColumn();
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ImGui::Text("%d", Spec.Level);
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RenderAbilityLevel(Spec);
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||||
|
||||
//------------------------
|
||||
// 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);
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user