Add asset creation sheets for various systems and UI components
- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems. - Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen. - Implemented HUD controller and interaction prompt display assets with detailed wiring instructions. - Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences. - Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics. - Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components. - Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities. - Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.
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docs/blueprints/06-ui/WBP_AllWidgets_QuickSheet.asset.md
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docs/blueprints/06-ui/WBP_AllWidgets_QuickSheet.asset.md
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# WBP_PauseMenu / WBP_SettingsMenu / WBP_InventoryMenu
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# WBP_JournalDocumentViewer / WBP_ObjectiveDisplay
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# WBP_NotificationToast / WBP_ScreenEffectController
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# WBP_AccessibilityUI / WBP_DiegeticHUDFrame
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# WBP_MenuFlowController / WBP_CreditsScreen
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#
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# UI Widget Assets — Quick Creation Sheet (11 widgets)
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> **UE5 Path:** `Content/Framework/UI/`
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> **Parent Class:** `UserWidget`
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---
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## WBP_PauseMenu
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**Canvas:** Vertical Box (centered) → Resume, Settings, Save, Load, Quit to Menu, Quit to Desktop
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**Key Logic:**
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```
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Event Construct:
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└─ Set Input Mode: UI + ShowCursor
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btn_Resume.OnClicked:
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└─ Call SS_UIManager.PopWidget() → Set Input Mode: Game
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```
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---
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## WBP_SettingsMenu
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**Canvas:** Tab buttons (Audio, Video, Controls, Gameplay, Accessibility) + settings panels
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**Key Logic:**
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```
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Audio Tab → Volume sliders → SS_AudioManager.SetBusVolume(Category, Volume)
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Video Tab → Resolution dropdown, Fullscreen toggle, Quality presets
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Controls Tab → Key rebinding list → SS_EnhancedInputManager.RebindKey(Action, Key)
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Gameplay Tab → Difficulty, subtitle toggle, aim assist
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Accessibility Tab → WBP_AccessibilityUI embedded
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On Apply → SaveSettings → SS_SettingsSystem.ApplyAndSave()
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On Back → If dirty → "Save changes?" dialog
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```
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---
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## WBP_InventoryMenu
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**Canvas:** Grid panel (8 columns) + item detail panel on right + weight bar at bottom
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**Key Logic:**
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```
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Event Construct:
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├─ Get Pawn → BPC_InventorySystem → Bind OnInventoryChanged → RefreshGrid
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└─ Bind OnWeightChanged → UpdateWeightBar
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RefreshGrid:
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├─ Clear Grid children
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└─ For each slot → Create WBP_InventorySlot widget → Add to Grid
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OnSlotClicked(SlotIndex):
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├─ If dragging → SwapSlots
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├─ If right-click → ShowContextMenu (Use, Equip, Drop, Examine)
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└─ Show item detail in right panel
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```
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---
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## WBP_JournalDocumentViewer
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**Canvas:** ScrollBox with document entries + detail view on right
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**Key Logic:**
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```
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Construct → BPC_DocumentArchiveSystem → GetAllDocuments()
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└─ For each doc → create list item → on click → show full text + image
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```
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---
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## WBP_ObjectiveDisplay
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**Canvas:** Vertical Box (top-right) — list of active objectives
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**Key Logic:**
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```
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Bind GS_CoreGameState.OnObjectiveTagsChanged → Refresh
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└─ For each ActiveObjectiveTag → lookup DA_ObjectiveData → show title + progress
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```
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---
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## WBP_NotificationToast
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**Canvas:** Border (top-center, slides in/out) → Icon + Title + Subtitle
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**Key Logic:**
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```
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ShowToast(Title, Subtitle, Icon, Duration):
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├─ Set text
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├─ Play SlideIn animation
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└─ Delay(Duration) → Play SlideOut → Remove from parent
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```
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---
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## WBP_ScreenEffectController
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**Canvas:** Full-screen overlay images (vignette, blood, healing, flash)
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**Key Logic:**
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```
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PlayEffect(EffectType, Intensity, Duration):
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├─ Switch EffectType
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│ Damage → Show red vignette, fade to Intensity
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│ Healing → Show green edge glow
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│ Death → Show black fade
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│ Flash → Show white screen
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└─ Timeline: fade in, hold, fade out
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Bind BPC_HealthSystem.OnHealthChanged → if damage → PlayEffect(Damage)
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```
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---
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## WBP_AccessibilityUI
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**Canvas:** Toggles and sliders for accessibility options
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**Controls:**
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- Subtitles: On/Off + size slider
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- Colorblind Mode: Off/Protanopia/Deuteranopia/Tritanopia
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- Controller Remap: Per-platform button mapping
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- Difficulty: Story/Easy/Normal/Hard/Nightmare
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- Aim Assist: Off/Low/Medium/High
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**On change → call SS_SettingsSystem.SaveAccessibilitySettings()**
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---
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## WBP_DiegeticHUDFrame
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**Canvas:** Empty container that renders to a material on the player's wristwatch/helmet
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**Key Logic:**
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- This widget renders to a RenderTarget
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- The render target is assigned to the wristwatch mesh material
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- Contents show mini-HUD: health dots, ammo count, compass
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---
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## WBP_MenuFlowController
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**Not visual** — state machine that manages menu transitions.
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**States:** MainMenu → NewGame → Loading → InGame → Pause → Settings → Death → Credits
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**Key Logic:**
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```
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PushMenu(MenuWidget):
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├─ If current menu → hide
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├─ Create new menu → add to viewport
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└─ Store in MenuStack
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PopMenu():
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├─ Remove top menu from viewport
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└─ Restore previous menu
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OnBackPressed:
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├─ If menu stack has entries → PopMenu
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└─ If game and no stack → Show PauseMenu
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```
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---
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## WBP_CreditsScreen
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**Canvas:** ScrollBox — auto-scrolling credits text
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**Key Logic:**
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```
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Event Construct:
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└─ Start Timeline → scroll credits text from bottom to top over 60 seconds
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OnSkip (any key press):
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└─ Jump to end → show "Thanks for Playing" → auto-transition to MainMenu
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```
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---
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## Test All Widgets
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- [ ] Each widget displays in isolation (right-click → Run Widget)
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- [ ] Pause menu toggles cursor correctly
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- [ ] Settings save and persist across sessions
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- [ ] Inventory grid updates when items change
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- [ ] Notification toast animates in/out
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- [ ] Screen effects don't block input
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