docs: Add detailed item examples for Keycard, MedKit, and Pistol, including step-by-step setup instructions
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@@ -5,6 +5,8 @@ The single source of truth for every item in the game. Each item is represented
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**C++ Status:** ✅ Full — `Source/PG_Framework/Public/Inventory/DA_ItemData.h` + `.cpp`. All enums, structs, variables, and editor validation are implemented in C++ with `UPROPERTY` metadata (EditCondition, EditConditionHides, ClampMin/Max) for designer-friendly editor UX.
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> **Concrete examples:** See [`docs/game/`](../../game/README.md) for step-by-step walkthroughs of building actual items: [Flashlight Tool](../../game/item-flashlight.md), [Pistol Weapon](../../game/item-pistol.md), [MedKit Consumable](../../game/item-medkit.md), [Keycard Key Item](../../game/item-keycard.md). Each shows exact Blueprint graphs, component lists, and verification checklists.
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> **Critical distinction:** `DA_ItemData` is a **Data Asset** — it lives in the Content Browser, NOT in the level. It defines *what* an item is (name, weight, icon, effects, type). To place an item in the world, create a `BP_ItemPickup` actor (spec #25) and assign the `DA_ItemData` to it. The Data Asset is the item's *identity card*; `BP_ItemPickup` is its *physical body* in the world. See [How to Set Up](#how-to-set-up) below.
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**Build Phase:** 4 — Inventory
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**C++ Status:** 🔵 BP-Only
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> **Concrete step-by-step examples** of building specific item pickups (flashlight, pistol, medkit, keycard) with exact Blueprint graphs are in [`docs/game/`](../../game/README.md). The spec below defines the full architecture; the game examples show you exactly what nodes to connect.
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## 0. Quick Setup — How to Place an Item in the World
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