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58 lines
2.8 KiB
C++
58 lines
2.8 KiB
C++
#include "CogSampleLogCategories.h"
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#include "AbilitySystemLog.h"
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#include "CogSampleDefines.h"
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#if ENABLE_COG
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#include "CogAIModule.h"
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#include "CogDebugLog.h"
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#include "CogImguiHelper.h"
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#endif //ENABLE_COG
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DEFINE_LOG_CATEGORY(LogCogAlways);
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DEFINE_LOG_CATEGORY(LogCogAbility);
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DEFINE_LOG_CATEGORY(LogCogArea);
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DEFINE_LOG_CATEGORY(LogCogBaseAimRotation);
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DEFINE_LOG_CATEGORY(LogCogCollision);
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DEFINE_LOG_CATEGORY(LogCogControlRotation);
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DEFINE_LOG_CATEGORY(LogCogInput);
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DEFINE_LOG_CATEGORY(LogCogPosition);
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DEFINE_LOG_CATEGORY(LogCogPossession);
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DEFINE_LOG_CATEGORY(LogCogPredictedActor);
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DEFINE_LOG_CATEGORY(LogCogProjectile);
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DEFINE_LOG_CATEGORY(LogCogRotation);
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DEFINE_LOG_CATEGORY(LogCogSkeleton);
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DEFINE_LOG_CATEGORY(LogCogTargetAcquisition);
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namespace CogSampleLog
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{
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void RegisterAllLogCategories()
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{
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#if ENABLE_COG
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FCogDebugLog::AddLogCategory(LogCogAlways, "Always", "Debug Category that is always active", false);
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FCogDebugLog::AddLogCategory(LogCogAbility, "Ability", "Log and debug draw of gameplay abilities");
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FCogDebugLog::AddLogCategory(LogCogArea, "Area", "Log and debug draw of area of effects");
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FCogDebugLog::AddLogCategory(LogCogAI, "AI", "Log and debug draw of AI behaviors");
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FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System", "Unreal Ability System Log");
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FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "Base Aim Rotation", "Debug Draw of a Character BaseAimRotation");
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FCogDebugLog::AddLogCategory(LogCogCollision, "Collision", "Debug Draw a Character Collision");
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FCogDebugLog::AddLogCategory(LogCogControlRotation, "Control Rotation", "Debug Draw of the Character Control Rotation");
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FCogDebugLog::AddLogCategory(LogCogImGui, "ImGui", "Log related to imgui integration");
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FCogDebugLog::AddLogCategory(LogCogInput, "Input", "Log about the input actions");
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FCogDebugLog::AddLogCategory(LogCogPosition, "Position", "Debug draw of a character position");
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FCogDebugLog::AddLogCategory(LogCogPossession, "Possession", "Log about the possession of a PlayerController over a Character");
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FCogDebugLog::AddLogCategory(LogCogPredictedActor, "Predicted Actor", "Log and debug draw about the prediction of actors.");
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FCogDebugLog::AddLogCategory(LogCogProjectile, "Projectile", "Log and debug draw about the projectiles.");
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FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation", "Debug Draw a Character Rotation");
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FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton", "Debug Draw a Character Skeleton");
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FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition", "Debug Draw the target acquisition debug draw");
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FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects", "Unreal Gameplay Effect Log");
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#endif //ENABLE_COG
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}
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}
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