add blueprints

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Lefteris Notas
2026-05-19 13:22:27 +03:00
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# BPC_ConsumableSystem — Consumable System
**Parent Class:** `ActorComponent`
**Category:** Inventory
**Target UE Version:** 5.55.7
**Build Phase:** 3 — Inventory
## 1. Overview
`BPC_ConsumableSystem` manages consumable item usage — health packs, stamina boosters, temporary buff items, and one-time-use consumables. Reads from [`BPC_InventorySystem`](BPC_InventorySystem.md) and applies effects through the relevant player systems.
## 2. Variables
| Variable | Type | Description |
|----------|------|-------------|
| `ConsumableCooldown` | `float` | Global cooldown between consumable uses |
| `ActiveBuffs` | `TArray<S_ActiveBuff>` | Currently active temporary buffs |
| `bCanUseConsumables` | `bool` | Master toggle (blocked during certain states) |
## 3. Structs
### `S_ActiveBuff`
| Field | Type | Description |
|-------|------|-------------|
| `BuffTag` | `FGameplayTag` | Buff identifier |
| `RemainingDuration` | `float` | Time remaining |
| `BuffData` | `DA_ItemData*` | Source item data |
| `AffectedStat` | `E_PlayerStat` | Health, Stamina, Speed, Stress, Damage |
## 4. Functions
| Function | Description |
|----------|-------------|
| `UseConsumable` | Uses a consumable item from inventory slot |
| `ApplyBuff` | Applies a temporary buff to the player |
| `RemoveBuff` | Removes a buff by tag |
| `GetActiveBuffs` | Returns all active buffs |
| `HasBuff` | Checks if a specific buff is active |
| `TickBuffs` | Decrements buff durations, removes expired |
## 5. Event Dispatchers
| Dispatcher | Payload | Description |
|------------|---------|-------------|
| `OnConsumableUsed` | `S_InventoryEntry Item` | Consumable item used |
| `OnBuffApplied` | `FGameplayTag BuffTag`, `float Duration` | Buff activated |
| `OnBuffExpired` | `FGameplayTag BuffTag` | Buff ended |
## 6. Dependencies
| System | Relationship |
|--------|--------------|
| `BPC_InventorySystem` | Reads and modifies consumable items |
| `BPC_HealthSystem` | Health restoration via consumables |
| `BPC_StaminaSystem` | Stamina restoration |
| `BPC_StressSystem` | Stress reduction items |
| `BPC_MovementStateSystem` | Speed buffs |
## 7. Reuse Notes
- All consumable effects are data-driven via DA_ItemData
- Buffs support stacking (multiple buffs active simultaneously)