simplify integration

This commit is contained in:
Arnaud Jamin
2023-10-10 23:53:34 -04:00
parent 7094dbf1f5
commit eb963614b9
45 changed files with 217 additions and 230 deletions
+17 -17
View File
@@ -1,8 +1,7 @@
#include "CogSampleCharacter.h"
#include "Camera/CameraComponent.h"
#include "CogDebugLogMacros.h"
#include "CogDebugMetric.h"
#include "CogCommon.h"
#include "CogSampleAttributeSet_Health.h"
#include "CogSampleAttributeSet_Misc.h"
#include "CogSampleCharacterMovementComponent.h"
@@ -24,10 +23,11 @@
#include "Net/Core/PushModel/PushModel.h"
#include "Net/UnrealNetwork.h"
#if USE_COG
#if ENABLE_COG
#include "CogDebugDraw.h"
#include "CogDebugMetric.h"
#include "CogDebugPlot.h"
#endif //USE_COG
#endif //ENABLE_COG
//--------------------------------------------------------------------------------------------------------------------------
ACogSampleCharacter::ACogSampleCharacter(const FObjectInitializer& ObjectInitializer)
@@ -476,18 +476,18 @@ void ACogSampleCharacter::Look(const FInputActionValue& Value)
}
//--------------------------------------------------------------------------------------------------------------------------
ECogInterfacesAllegiance ACogSampleCharacter::GetAllegianceWithOtherActor(const AActor* OtherActor) const
ECogCommonAllegiance ACogSampleCharacter::GetAllegianceWithOtherActor(const AActor* OtherActor) const
{
ECogSampleAllegiance Allegiance = UCogSampleFunctionLibrary_Team::GetActorsAllegiance(this, OtherActor);
switch (Allegiance)
{
case ECogSampleAllegiance::Enemy: return ECogInterfacesAllegiance::Enemy;
case ECogSampleAllegiance::Friendly: return ECogInterfacesAllegiance::Friendly;
case ECogSampleAllegiance::Neutral: return ECogInterfacesAllegiance::Neutral;
case ECogSampleAllegiance::Enemy: return ECogCommonAllegiance::Enemy;
case ECogSampleAllegiance::Friendly: return ECogCommonAllegiance::Friendly;
case ECogSampleAllegiance::Neutral: return ECogCommonAllegiance::Neutral;
}
return ECogInterfacesAllegiance::Neutral;
return ECogCommonAllegiance::Neutral;
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -495,9 +495,9 @@ void ACogSampleCharacter::HandleDamageReceived(const FCogSampleDamageEventParams
{
OnDamageReceived.Broadcast(Params);
#if USE_COG
#if ENABLE_COG
FCogDebugMetric::AddMetric(this, "Damage Received", Params.MitigatedDamage, Params.UnmitigatedDamage, false);
#endif //USE_COG
#endif //ENABLE_COG
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -505,9 +505,9 @@ void ACogSampleCharacter::HandleDamageDealt(const FCogSampleDamageEventParams& P
{
OnDamageDealt.Broadcast(Params);
#if USE_COG
#if ENABLE_COG
FCogDebugMetric::AddMetric(this, "Damage Dealt", Params.MitigatedDamage, Params.UnmitigatedDamage, false);
#endif //USE_COG
#endif //ENABLE_COG
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -553,21 +553,21 @@ void ACogSampleCharacter::OnRevived(AActor* InInstigator, AActor* InCauser, cons
// ----------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnGameplayEffectAdded(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayEffectSpec& GameplayEffectSpec, FActiveGameplayEffectHandle Handle)
{
#if USE_COG
#if ENABLE_COG
FCogDebugPlot::PlotEvent(this, "Effects", GameplayEffectSpec.Def->GetFName(), GameplayEffectSpec.GetDuration() == 0.0f)
.AddParam("Name", AbilitySystemComponent->CleanupName(GetNameSafe(GameplayEffectSpec.Def)))
.AddParam("Effect Instigator", GetNameSafe(GameplayEffectSpec.GetEffectContext().GetInstigator()))
.AddParam("Effect Level", GameplayEffectSpec.GetLevel())
.AddParam("Effect Duration", GameplayEffectSpec.GetDuration());
#endif //USE_COG
#endif //ENABLE_COG
}
// ----------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnGameplayEffectRemoved(const FActiveGameplayEffect& RemovedGameplayEffect)
{
#if USE_COG
#if ENABLE_COG
FCogDebugPlot::PlotEventStop(this, "Effects", RemovedGameplayEffect.Spec.Def->GetFName());
#endif //USE_COG
#endif //ENABLE_COG
}
// ----------------------------------------------------------------------------------------------------------------