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 }
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); } }
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; } } }
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())); } } }
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; } }