Files
Cog/Source/CogSample/CogSampleLogCategories.cpp
T
Eduardo Valencia 74d43f0b4c Update gitignore for Rider, fix typos
I use Rider as my IDE and when working with Unreal projects it installs a plugin that enable its unique integration. We don't want that being uploaded to the repo so it gets ignored. In addition, The project module has a typo, this commit fixes that
2023-10-18 16:51:12 -04:00

48 lines
2.2 KiB
C++

#include "CogSampleLogCategories.h"
#include "AbilitySystemLog.h"
#include "CogSampleDefines.h"
#if ENABLE_COG
#include "CogDebugLog.h"
#endif //ENABLE_COG
DEFINE_LOG_CATEGORY(LogCogAlways);
DEFINE_LOG_CATEGORY(LogCogAbility);
DEFINE_LOG_CATEGORY(LogCogAI);
DEFINE_LOG_CATEGORY(LogCogBaseAimRotation);
DEFINE_LOG_CATEGORY(LogCogCollision);
DEFINE_LOG_CATEGORY(LogCogControlRotation);
DEFINE_LOG_CATEGORY(LogCogInput);
DEFINE_LOG_CATEGORY(LogCogPosition);
DEFINE_LOG_CATEGORY(LogCogPossession);
DEFINE_LOG_CATEGORY(LogCogRotation);
DEFINE_LOG_CATEGORY(LogCogSkeleton);
DEFINE_LOG_CATEGORY(LogCogTargetAcquisition);
namespace CogSampleLog
{
void RegisterAllLogCategories()
{
#if ENABLE_COG
FCogDebugLog::AddLogCategory(LogCogAlways, "Always", "Debug Category that is always active", false);
FCogDebugLog::AddLogCategory(LogCogAbility, "Ability", "Log and debug draw of gameplay abilities");
FCogDebugLog::AddLogCategory(LogCogAI, "AI", "Log and debug draw of AI behaviors");
FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System", "Unreal Ability System Log");
FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "Base Aim Rotation", "Debug Draw of a Character BaseAimRotation");
FCogDebugLog::AddLogCategory(LogCogCollision, "Collision", "Debug Draw a Character Collision");
FCogDebugLog::AddLogCategory(LogCogControlRotation, "Control Rotation", "Debug Draw of the Character Control Rotation");
FCogDebugLog::AddLogCategory(LogCogInput, "Input", "Log about the input actions");
FCogDebugLog::AddLogCategory(LogCogPosition, "Position", "Debug draw of a character position");
FCogDebugLog::AddLogCategory(LogCogPossession, "Possession", "Log about the possession of player controller over a Character");
FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation", "Debug Draw a Character Rotation");
FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton", "Debug Draw a Character Skeleton");
FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition", "Debug Draw the target acquisition debug draw");
FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects", "Unreal Gameplay Effect Log");
#endif //ENABLE_COG
}
}