mirror of
https://github.com/Ed94/Cog.git
synced 2026-07-26 01:13:47 +00:00
unify abilities data asset
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@@ -16,7 +16,6 @@ public class CogSample : ModuleRules
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"GameplayTasks",
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"GameplayAbilities",
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"GameplayTags",
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"HeadMountedDisplay",
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"InputCore",
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"NetCore",
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});
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@@ -2,7 +2,6 @@
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/IAssetRegistry.h"
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#include "CogCommon.h"
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#include "CogSampleFunctionLibrary_Tag.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameMode.h"
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@@ -10,10 +9,7 @@
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#include "Modules/ModuleManager.h"
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#if ENABLE_COG
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#include "CogAbilityDataAsset_Abilities.h"
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#include "CogAbilityDataAsset_Cheats.h"
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#include "CogAbilityDataAsset_Pools.h"
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#include "CogAbilityDataAsset_Tweaks.h"
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#include "CogAbilityDataAsset.h"
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#include "CogAbilityModule.h"
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#include "CogAbilityWindow_Abilities.h"
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#include "CogAbilityWindow_Attributes.h"
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@@ -167,25 +163,27 @@ void ACogSampleGameState::InitializeCog()
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//---------------------------------------
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// Abilities
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//---------------------------------------
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UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
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AbilitiesWindow->AbilitiesAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Abilities>();
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const UCogAbilityDataAsset* AbilitiesAsset = GetFirstAssetByClass<UCogAbilityDataAsset>();
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CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
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UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
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AbilitiesWindow->Asset = AbilitiesAsset;
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UCogAbilityWindow_Attributes* AttributesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
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AttributesWindow->Asset = AbilitiesAsset;
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UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CheatsWindow->SetCheatsAsset(GetFirstAssetByClass<UCogAbilityDataAsset_Cheats>());
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CheatsWindow->SetAsset(AbilitiesAsset);
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UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
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EffectsWindow->NegativeEffectTag = Tag_Effect_Alignment_Negative;
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EffectsWindow->PositiveEffectTag = Tag_Effect_Alignment_Positive;
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EffectsWindow->Asset = AbilitiesAsset;
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UCogAbilityWindow_Pools* PoolsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Pools>("Gameplay.Pools");
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PoolsWindow->PoolsAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Pools>();
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PoolsWindow->Asset = AbilitiesAsset;
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CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
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UCogAbilityWindow_Tweaks* TweaksWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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TweaksWindow->TweaksAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Tweaks>();
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TweaksWindow->Asset = AbilitiesAsset;
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//---------------------------------------
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// Input
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@@ -1,7 +1,7 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "CogSampleDefines.h"
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#include "CogCommon.h"
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#include "GameFramework/GameStateBase.h"
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#include "CogSampleGameState.generated.h"
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@@ -10,7 +10,7 @@ class UCogWindowManager;
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UCLASS()
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class ACogSampleGameState : public AGameStateBase
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{
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GENERATED_BODY()
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GENERATED_BODY()
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ACogSampleGameState(const FObjectInitializer& ObjectInitializer);
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@@ -22,6 +22,9 @@ class ACogSampleGameState : public AGameStateBase
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private:
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//--------------------------------------------------------------
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// To make sure it doesn't get garbage collected.
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//--------------------------------------------------------------
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UPROPERTY()
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TObjectPtr<UObject> CogWindowManagerRef = nullptr;
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