docs: Add detailed item examples for Keycard, MedKit, and Pistol, including step-by-step setup instructions
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docs/game/item-pistol.md
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docs/game/item-pistol.md
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# Item Example — Pistol (Weapon)
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**Item Type:** `Weapon`
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**Complexity:** High
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**Systems Used:** `DA_ItemData`, `BP_ItemPickup`, `BP_WeaponBase`, `BPC_FirearmSystem`, `BPC_AmmoComponent`, `BPC_DamageReceptionSystem`, `BPC_RecoilSystem`, `BPC_ReloadSystem`, `BPC_EquipmentSlotSystem`, `BPC_InventorySystem`, `I_UsableItem`, `I_Damageable`
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**What You Learn:** Full weapon pipeline — Data Asset with EquipmentData, pickup-to-equip flow, frame-driven fire with hitscan, ammo management, damage application, recoil
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---
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## 1. Create the DA_ItemData
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### 1.1 — Create the Data Asset
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```
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Content Browser → Game/Items/ (or Game/Weapons/)
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Right-click → Miscellaneous → Data Asset
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Class: DA_ItemData
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Name: DA_Item_Pistol
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```
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### 1.2 — Fill Core Properties
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| Property | Value | Notes |
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|----------|-------|-------|
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| `Item Tag` | `Framework.Item.Weapon.Pistol` | Registered in `DA_GameTagRegistry` |
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| `Display Name` | "9mm Pistol" | |
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| `Description` | "A standard-issue 9mm semi-automatic pistol." | |
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| `Icon` | `T_Pistol_Icon` | |
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| `World Mesh` | `SM_Pistol` | Soft reference |
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| `Weight` | `3.0` | Heavier than consumables |
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| `Stack Limit` | `1` | Cannot stack weapons |
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| `Item Type` | `Weapon` | Triggers `Equipment Data` panel |
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### 1.3 — Fill Equipment Data
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When `ItemType == Weapon`, the `Equipment Data` panel appears:
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| Field | Value | Notes |
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|-------|-------|-------|
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| `Slot` | `Framework.Equipment.Slot.PrimaryWeapon` | Occupies player's primary weapon slot |
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| `Damage` | `15.0` | Base damage per shot |
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| `Fire Rate` | `0.15` | Seconds between shots (400 RPM) |
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| `Range` | `5000.0` | Hitscan range in Unreal units |
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| `Magazine Size` | `12` | Rounds per magazine |
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| `Reload Time` | `2.0` | Seconds to reload |
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### 1.4 — Save
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---
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## 2. Create the BP_Pickup_Pistol (World Pickup)
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Same as other pickups, with weapon mesh:
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### 2.1 — Blueprint + Components
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```
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Content Browser → Game/Pickups/
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Right-click → Blueprint Class → Actor
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Name: BP_Pickup_Pistol
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Components:
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├── StaticMeshComponent "Mesh"
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└── SphereComponent "PickupTrigger" (radius 200, OverlapOnlyPawn)
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```
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### 2.2 — Variable & Construction Script
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Same pattern as flashlight — `ItemData` → Get World Mesh → Load Synchronous → Set Static Mesh.
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### 2.3 — I_Interactable Wiring
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Same as other pickups, but **after adding item to inventory**, also auto-equip it:
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```
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Event Interact
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│
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├─ Interactor → Get BPC_InventorySystem
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├─ CanAddItem(ItemData, 1) → True → AddItem → store result
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│ │
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│ ├─ Interactor → Get BPC_EquipmentSlotSystem
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│ │ └─ Equip To Slot(ItemData, PrimaryWeapon slot tag)
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│ │ └─ This spawns the BP_Pistol actor at the player's hand socket
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│ │
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│ ├─ Destroy Actor
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│ └─ Return True
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│
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└─ False → Print "Inventory Full" → Return False
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```
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---
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## 3. Create the BP_Pistol (Held Weapon Actor)
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This is the actor that appears in the player's hand when equipped.
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### 3.1 — Create Blueprint
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```
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Content Browser → Game/Actors/ (or Game/Weapons/)
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Right-click → Blueprint Class → Actor (or BP_WeaponBase from framework)
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Name: BP_Pistol
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```
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### 3.2 — Add Components
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| # | Component | Name | Purpose |
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|---|-----------|------|---------|
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| 1 | `SkeletalMeshComponent` | `WeaponMesh` | Animated weapon (slide, magazine) |
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| 2 | `SceneComponent` | `MuzzleSocket` | Where the bullet trace starts (attach to muzzle bone) |
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| 3 | `AudioComponent` | `FireSound` | Plays fire sound |
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| 4 | `AudioComponent` | `ReloadSound` | Plays reload sound |
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| 5 | `ParticleSystemComponent` | `MuzzleFlash` | Fire particle effect |
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| 6 | *(Optional)* `PointLightComponent` | `MuzzleLight` | Brief flash on fire |
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Parent `MuzzleSocket` to the muzzle bone on `WeaponMesh`, or set its relative location to where the barrel ends.
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### 3.3 — Variables
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| Variable | Type | Default | Purpose |
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|----------|------|---------|---------|
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| `CurrentAmmoInMag` | Integer | `12` | Rounds currently loaded |
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| `MaxMagazineSize` | Integer | `12` | From EquipmentData |
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| `bIsFiring` | Boolean | `false` | Prevents re-trigger during fire rate cooldown |
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| `FireRateTimer` | Float | `0.15` | Seconds between shots |
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| `WeaponData` | DA_ItemData* | — | Reference to the pistol Data Asset |
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| `FireRange` | Float | `5000.0` | Hitscan distance |
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### 3.4 — Interfaces
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Class Settings → Interfaces → Add:
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- `UUsableItem` — so active item system can route fire input
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### 3.5 — Fire Logic (Hitscan)
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```
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Event Use Item (Interface -> UUsableItem)
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│ User: AActor*, Target: AActor*
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│ Return Boolean
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│
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├─ bIsFiring? → Branch
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│ ├─ True → Return False (fire rate lockout)
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│ └─ False:
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│ │
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│ ├─ CurrentAmmoInMag > 0? → Branch
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│ │ ├─ True:
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│ │ │ ├─ Set bIsFiring = true
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│ │ │ ├─ CurrentAmmoInMag = CurrentAmmoInMag - 1
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│ │ │ │
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│ │ │ ├─ [Play Effects]
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│ │ │ │ ├─ MuzzleFlash → Activate
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│ │ │ │ ├─ FireSound → Play
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│ │ │ │ └─ MuzzleLight → Set Visibility (true)
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│ │ │ │ └─ Delay 0.05 → Set Visibility (false)
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│ │ │ │
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│ │ │ ├─ [Line Trace — Hitscan]
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│ │ │ │ │
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│ │ │ │ ├─ Get Player Controller → Get Camera Location/Direction
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│ │ │ │ ├─ Start: MuzzleSocket → Get World Location
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│ │ │ │ ├─ End: Start + (CameraForward × FireRange)
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│ │ │ │ │
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│ │ │ │ └─ Line Trace By Channel (Visibility)
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│ │ │ │ ├─ Trace Complex: false
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│ │ │ │ └─ Ignore Self, Ignore Owning Pawn
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│ │ │ │ │
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│ │ │ │ ├─ Hit? → Branch
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│ │ │ │ │ │
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│ │ │ │ │ ├─ True:
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│ │ │ │ │ │ ├─ Hit Actor → Does Implement Interface (UDamageable)?
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│ │ │ │ │ │ │ ├─ True:
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│ │ │ │ │ │ │ │ ├─ Call I_Damageable.Take Damage
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│ │ │ │ │ │ │ │ │ ├─ Damage Amount: WeaponData → Get Equipment Data → Damage
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│ │ │ │ │ │ │ │ │ ├─ Damage Causer: Self (or OwningPawn)
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│ │ │ │ │ │ │ │ │ ├─ Damage Type: Framework.Combat.Damage.Physical
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│ │ │ │ │ │ │ │ │ ├─ Hit Location: HitResult.ImpactPoint
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│ │ │ │ │ │ │ │ │ └─ Hit Direction: (ImpactPoint - Start) normalized
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│ │ │ │ │ │ │ │ │
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│ │ │ │ │ │ │ │ └─ Print String: "Hit {HitActor} for {Damage} damage"
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│ │ │ │ │ │ │ │
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│ │ │ │ │ │ │ └─ False: Print "Hit non-damageable object"
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│ │ │ │ │ │ │
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│ │ │ │ │ │ └─ Spawn Decal/Impact Effect at Hit Location
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│ │ │ │ │ │
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│ │ │ │ │ └─ False (miss): nothing
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│ │ │ │ │
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│ │ │ │ └─ Draw Debug Line (red for 1 second, editor only)
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│ │ │ │
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│ │ │ ├─ [Recoil]
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│ │ │ │ └─ Get BPC_RecoilSystem (on pawn) → Apply Recoil (WeaponData)
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│ │ │ │
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│ │ │ └─ Delay (FireRateTimer) → Set bIsFiring = false → Return True
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│ │ │
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│ │ └─ False: (out of ammo)
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│ │ ├─ Play click/empty sound
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│ │ ├─ (Optional) Auto-reload → Call Reload
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│ │ └─ Return False
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```
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### 3.6 — Reload Logic
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```
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Function: Reload
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│
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├─ CurrentAmmoInMag >= MaxMagazineSize? → Return (already full)
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├─ Set bIsReloading = true
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│
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├─ Get Owning Pawn → Get BPC_AmmoComponent
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│ │
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│ └─ Get Ammo Count (AmmoTypeTag = Framework.Item.Ammo.Pistol9mm)
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│ │
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│ ├─ Branch (> 0?)
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│ │ ├─ True:
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│ │ │ ├─ Rounds To Load = Min(AmmoAvailable, MaxMagazineSize - CurrentAmmoInMag)
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│ │ │ ├─ CurrentAmmoInMag += Rounds To Load
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│ │ │ ├─ AmmoComponent → Consume Ammo (RoundsToLoad)
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│ │ │ └─ Play ReloadSound
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│ │ │
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│ │ └─ False: Print "No ammo" → Return
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│ │
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│ ├─ Delay (ReloadTime) → Set bIsReloading = false
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│ └─ Broadcast OnReloadComplete
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```
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---
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## 4. Wire BPC_AmmoComponent (On Player Pawn)
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Create BP child of `BPC_AmmoComponent` (spec #70):
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| Variable | Type | Default | Purpose |
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|----------|------|---------|---------|
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| `AmmoPool` | Map (GameplayTag → Integer) | Empty | AmmoType → Count |
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```
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Function: Get Ammo Count (AmmoTypeTag) → Integer
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│
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└─ AmmoPool.Find(AmmoTypeTag) → Return count (0 if not found)
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Function: Consume Ammo (AmmoTypeTag, Amount)
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│
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├─ Current = Get Ammo Count (AmmoTypeTag)
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├─ Current -= Amount
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├─ Clamp to 0 minimum
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└─ AmmoPool[AmmoTypeTag] = Current
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Function: Add Ammo (AmmoTypeTag, Amount)
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│
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├─ AmmoPool.Find or Add (AmmoTypeTag)
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└─ Increment by Amount
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```
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---
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## 5. Wire BPC_RecoilSystem (On Player Pawn)
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Create BP child of `BPC_RecoilSystem` (spec #77):
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```
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Function: Apply Recoil (WeaponData: DA_ItemData*)
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│
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├─ WeaponData → Get Equipment Data → Get Damage (or FireRate)
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├─ Calculate kick: PitchUp = random(1.0, 2.5), YawSide = random(-0.5, 0.5)
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│
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├─ Get Player Controller → Add Controller Pitch Input (PitchUp × -1)
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├─ Get Player Controller → Add Controller Yaw Input (YawSide)
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│
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└─ (For smooth recovery, use a Timeline or interp to return to original aim)
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```
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---
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## 6. Create DA_Item_Ammo_Pistol9mm (Ammo Data Asset)
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```
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Content Browser → Game/Items/
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Right-click → Miscellaneous → Data Asset → DA_ItemData
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Name: DA_Item_Ammo_Pistol9mm
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Properties:
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ItemTag: Framework.Item.Ammo.Pistol9mm
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DisplayName: "9mm Rounds"
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ItemType: Ammo
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StackLimit: 999
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Weight: 0.05
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(AmmoData sub-panel auto-appears — set PerPickupCount = 15)
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```
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Create `BP_Pickup_Ammo_Pistol9mm` following the same pattern as other pickups. On interact, call `BPC_AmmoComponent.Add Ammo(AmmoTypeTag, PerPickupCount)` instead of adding to inventory.
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---
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## 7. Verification Checklist
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**Step 1 — Pickup:**
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- [ ] Pistol pickup in level → mesh visible → interact → goes to inventory
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- [ ] Auto-equips to primary weapon slot (weapon appears in player's hand)
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**Step 2 — Fire:**
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- [ ] Equip pistol, press fire → muzzle flash + sound + hitscan line
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- [ ] Hit an enemy actor implementing `I_Damageable` → health decreases
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- [ ] Ammo counter decreases (12 → 11 → 10...)
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- [ ] Camera kicks slightly on each shot (recoil)
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- [ ] Fire rate enforced: cannot spam fire faster than 0.15s
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**Step 3 — Empty Magazine:**
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- [ ] Fire all 12 rounds → click sound plays, no trace, no damage
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- [ ] Auto-reload? Or manual reload prompt appears
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**Step 4 — Reload:**
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- [ ] Press Reload key → reload animation/sound plays
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- [ ] Ammo transfers from pool to magazine
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- [ ] Magazine shows 12 rounds again
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- [ ] If no ammo in pool → reload fails
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**Step 5 — Ammo Pickup:**
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- [ ] Pick up `BP_Pickup_Ammo_Pistol9mm` → ammo pool increases by 15
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- [ ] Reload → magazine fills, pool decreases by rounds loaded
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**Step 6 — Damage Pipeline:**
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- [ ] Enemy pawn has `BPC_DamageReceptionSystem` + `BPC_HealthSystem`
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- [ ] Fire at enemy → `ApplyDamage(15.0, ...)` called
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- [ ] Damage pipeline: resistance → armor → shield → health
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- [ ] Enemy health decreases proportionally
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---
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## 8. Weapon Data Flow (Complete)
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```
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Player Input (IA_Fire)
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│
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└─ BPC_ActiveItemSystem routes to equipped weapon
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│
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└─ BP_Pistol (implements I_UsableItem)
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│
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├─ [Ammo Check] → BPC_AmmoComponent (in-mag count)
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├─ [Hitscan] → Line Trace from MuzzleSocket
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│ │
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│ └─ Hit Actor (implements I_Damageable)
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│ │
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│ └─ BPC_DamageReceptionSystem.ApplyDamage(RawDamage, Causer, Type, Location, Direction)
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│ │
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│ ├─ Calculate Resistance
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│ ├─ Apply Shield (BPC_ShieldDefenseSystem)
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│ ├─ Apply Health (BPC_HealthSystem)
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│ ├─ Evaluate Hit Reaction (BPC_HitReactionSystem)
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│ │ ├─ Stagger? (damage > threshold)
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│ │ └─ Knockdown? (damage > higher threshold)
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│ │
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│ └─ Broadcast OnDamageReceived → UI, audio, metrics
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│
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├─ [Recoil] → BPC_RecoilSystem.ApplyRecoil()
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├─ [Effects] → MuzzleFlash, FireSound, ImpactDecal
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└─ [Fire Rate] → Timer lockout until next shot
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When magazine empty:
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└─ Player presses IA_Reload
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└─ BP_Pistol.Reload()
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└─ BPC_AmmoComponent.ConsumeAmmo() (from pool)
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└─ BP_Pistol.CurrentAmmoInMag += rounds loaded
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```
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---
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## 9. Key Differences — Weapon vs Tool vs Consumable
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| Aspect | Pistol (Weapon) | Flashlight (Tool) | MedKit (Consumable) |
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|--------|----------------|-------------------|---------------------|
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| ItemType | `Weapon` | `Tool` | `Consumable` |
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| Slot | `PrimaryWeapon` | `Tool` | None (inventory bag) |
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| Use action | Frame-driven (continuous) | Toggle (single click) | One-shot (consumed) |
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| Ammo | Yes (magazine + pool) | No (battery as optional resource) | No |
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| Damage output | Yes | No | No (heals) |
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| Fire rate | Throttled (timer) | N/A | Use duration (2s anim) |
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| Recoil | Yes | No | No |
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| Reload | Yes | No | No |
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| Stackable | No (StackLimit=1) | No (StackLimit=1) | Yes (StackLimit=5) |
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| Interfaces | `I_UsableItem` | `I_UsableItem` + `I_Toggleable` | `I_UsableItem` |
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| Pickup → Equip | Auto-equips to slot | Auto-equips to slot | Goes to inventory only |
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