unify abilities data asset

This commit is contained in:
Arnaud Jamin
2023-10-11 01:28:24 -04:00
parent f2d320ceca
commit c5d1d14ac6
28 changed files with 347 additions and 347 deletions
-1
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@@ -16,7 +16,6 @@ public class CogSample : ModuleRules
"GameplayTasks",
"GameplayAbilities",
"GameplayTags",
"HeadMountedDisplay",
"InputCore",
"NetCore",
});
+11 -13
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@@ -2,7 +2,6 @@
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "CogCommon.h"
#include "CogSampleFunctionLibrary_Tag.h"
#include "GameFramework/Character.h"
#include "GameFramework/GameMode.h"
@@ -10,10 +9,7 @@
#include "Modules/ModuleManager.h"
#if ENABLE_COG
#include "CogAbilityDataAsset_Abilities.h"
#include "CogAbilityDataAsset_Cheats.h"
#include "CogAbilityDataAsset_Pools.h"
#include "CogAbilityDataAsset_Tweaks.h"
#include "CogAbilityDataAsset.h"
#include "CogAbilityModule.h"
#include "CogAbilityWindow_Abilities.h"
#include "CogAbilityWindow_Attributes.h"
@@ -167,25 +163,27 @@ void ACogSampleGameState::InitializeCog()
//---------------------------------------
// Abilities
//---------------------------------------
UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
AbilitiesWindow->AbilitiesAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Abilities>();
const UCogAbilityDataAsset* AbilitiesAsset = GetFirstAssetByClass<UCogAbilityDataAsset>();
CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
AbilitiesWindow->Asset = AbilitiesAsset;
UCogAbilityWindow_Attributes* AttributesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
AttributesWindow->Asset = AbilitiesAsset;
UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
CheatsWindow->SetCheatsAsset(GetFirstAssetByClass<UCogAbilityDataAsset_Cheats>());
CheatsWindow->SetAsset(AbilitiesAsset);
UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
EffectsWindow->NegativeEffectTag = Tag_Effect_Alignment_Negative;
EffectsWindow->PositiveEffectTag = Tag_Effect_Alignment_Positive;
EffectsWindow->Asset = AbilitiesAsset;
UCogAbilityWindow_Pools* PoolsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Pools>("Gameplay.Pools");
PoolsWindow->PoolsAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Pools>();
PoolsWindow->Asset = AbilitiesAsset;
CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
UCogAbilityWindow_Tweaks* TweaksWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
TweaksWindow->TweaksAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Tweaks>();
TweaksWindow->Asset = AbilitiesAsset;
//---------------------------------------
// Input
+5 -2
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@@ -1,7 +1,7 @@
#pragma once
#include "CoreMinimal.h"
#include "CogSampleDefines.h"
#include "CogCommon.h"
#include "GameFramework/GameStateBase.h"
#include "CogSampleGameState.generated.h"
@@ -10,7 +10,7 @@ class UCogWindowManager;
UCLASS()
class ACogSampleGameState : public AGameStateBase
{
GENERATED_BODY()
GENERATED_BODY()
ACogSampleGameState(const FObjectInitializer& ObjectInitializer);
@@ -22,6 +22,9 @@ class ACogSampleGameState : public AGameStateBase
private:
//--------------------------------------------------------------
// To make sure it doesn't get garbage collected.
//--------------------------------------------------------------
UPROPERTY()
TObjectPtr<UObject> CogWindowManagerRef = nullptr;