コード例 #1
0
void AWheeledVehicle::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
	static FName NAME_Vehicle = FName(TEXT("Vehicle"));

	Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);

#if WITH_VEHICLE
	if (DebugDisplay.IsDisplayOn(NAME_Vehicle))
	{
		GetVehicleMovementComponent()->DrawDebug(Canvas, YL, YPos);
	}
#endif
}
コード例 #2
0
ファイル: Pawn.cpp プロジェクト: zhaoyizheng0930/UnrealEngine
void APawn::DisplayDebug(class UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
// 	for (FTouchingComponentsMap::TIterator It(TouchingComponents); It; ++It)
// 	{
// 		UPrimitiveComponent* const MyComp = It.Key().Get();
// 		UPrimitiveComponent* const OtherComp = It.Value().Get();
// 		AActor* OtherActor = OtherComp ? OtherComp->GetOwner() : NULL;
// 
// 		YL = HUD->Canvas->DrawText(FString::Printf(TEXT("TOUCHING my %s to %s's %s"), *GetNameSafe(MyComp), *GetNameSafe(OtherActor), *GetNameSafe(OtherComp)));
// 		YPos += YL;
// 		HUD->Canvas->SetPos(4,YPos);
// 	}

	FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
	if ( PlayerState == NULL )
	{
		DisplayDebugManager.DrawString(TEXT("NO PlayerState"));
	}
	else
	{
		PlayerState->DisplayDebug(Canvas, DebugDisplay, YL, YPos);
	}

	Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);

	DisplayDebugManager.SetDrawColor(FColor(255,255,255));

	if (DebugDisplay.IsDisplayOn(NAME_Camera))
	{
		DisplayDebugManager.DrawString(FString::Printf(TEXT("BaseEyeHeight %f"), BaseEyeHeight));
	}

	// Controller
	if ( Controller == NULL )
	{
		DisplayDebugManager.SetDrawColor(FColor(255, 0, 0));
		DisplayDebugManager.DrawString(TEXT("NO Controller"));
	}
	else
	{
		Controller->DisplayDebug(Canvas, DebugDisplay, YL, YPos);
	}
}
コード例 #3
0
ファイル: AIController.cpp プロジェクト: Foreven/Unreal4-1
void AAIController::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
	Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);

	static FName NAME_AI = FName(TEXT("AI"));
	if (DebugDisplay.IsDisplayOn(NAME_AI))
	{
		if (PathFollowingComponent)
		{
			PathFollowingComponent->DisplayDebug(Canvas, DebugDisplay, YL, YPos);
		}

		AActor* FocusActor = GetFocusActor();
		if (FocusActor)
		{
			YL = Canvas->DrawText(GEngine->GetSmallFont(), FString::Printf(TEXT("      Focus %s"), *FocusActor->GetName()), 4.0f, YPos);
			YPos += YL;
		}
	}
}
コード例 #4
0
void AAIController::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
    Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);

    static FName NAME_AI = FName(TEXT("AI"));
    if (DebugDisplay.IsDisplayOn(NAME_AI))
    {
        if (PathFollowingComponent)
        {
            PathFollowingComponent->DisplayDebug(Canvas, DebugDisplay, YL, YPos);
        }

        AActor* FocusActor = GetFocusActor();
        if (FocusActor)
        {
            FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
            DisplayDebugManager.DrawString(FString::Printf(TEXT("      Focus %s"), *FocusActor->GetName()));
        }
    }
}
コード例 #5
0
ファイル: Character.cpp プロジェクト: colwalder/unrealengine
void ACharacter::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
    Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);

    float Indent = 0.f;

    UFont* RenderFont = GEngine->GetSmallFont();

    static FName NAME_Physics = FName(TEXT("Physics"));
    if (DebugDisplay.IsDisplayOn(NAME_Physics) )
    {
        FIndenter PhysicsIndent(Indent);

        FString BaseString;
        if ( CharacterMovement == NULL || BasedMovement.MovementBase == NULL )
        {
            BaseString = "Not Based";
        }
        else
        {
            BaseString = BasedMovement.MovementBase->IsWorldGeometry() ? "World Geometry" : BasedMovement.MovementBase->GetName();
            BaseString = FString::Printf(TEXT("Based On %s"), *BaseString);
        }

        YL = Canvas->DrawText(RenderFont, FString::Printf(TEXT("RelativeLoc: %s Rot: %s %s"), *BasedMovement.Location.ToString(), *BasedMovement.Rotation.ToString(), *BaseString), Indent, YPos);
        YPos += YL;

        if ( CharacterMovement != NULL )
        {
            CharacterMovement->DisplayDebug(Canvas, DebugDisplay, YL, YPos);
        }
        const bool Crouched = CharacterMovement && CharacterMovement->IsCrouching();
        FString T = FString::Printf(TEXT("Crouched %i"), Crouched);
        YL = Canvas->DrawText(RenderFont, T, Indent, YPos );
        YPos += YL;
    }
}