#include #include #include void DebugService::DrawSkillView() { ImGui::Begin("Skills"); PlayerCharacter* pPlayer = PlayerCharacter::Get(); Skills* pSkills = *pPlayer->pSkills; ImGui::InputFloat("Global XP", &pSkills->xp, 0, 0, "%.3f", ImGuiInputTextFlags_ReadOnly); ImGui::InputFloat("Global level threshold", &pSkills->levelThreshold, 0, 0, "%.3f", ImGuiInputTextFlags_ReadOnly); for (int i = 0; i < Skills::kTotal; i++) { const char* skillString = Skills::GetSkillString((Skills::Skill)i); if (!ImGui::CollapsingHeader(skillString, ImGuiTreeNodeFlags_DefaultOpen)) continue; Skills::SkillData pSkill = pSkills->skills[i]; ImGui::InputFloat("Level", &pSkill.level, 0, 0, "%.3f", ImGuiInputTextFlags_ReadOnly); ImGui::InputFloat("XP", &pSkill.xp, 0, 0, "%.3f", ImGuiInputTextFlags_ReadOnly); ImGui::InputFloat("Level threshold", &pSkill.levelThreshold, 0, 0, "%.3f", ImGuiInputTextFlags_ReadOnly); uint32_t legendaryLevel = pSkills->legendaryLevels[i]; ImGui::InputScalar("Legendary level", ImGuiDataType_U32, (void*)&legendaryLevel, nullptr, nullptr, nullptr, ImGuiInputTextFlags_ReadOnly); } ImGui::End(); }