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docs/blueprints/04-inventory/28_BPC_ConsumableSystem.md
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docs/blueprints/04-inventory/28_BPC_ConsumableSystem.md
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# BPC_ConsumableSystem — Consumable System
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**Parent Class:** `ActorComponent`
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**Category:** Inventory
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**Target UE Version:** 5.5–5.7
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**Build Phase:** 3 — Inventory
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## 1. Overview
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`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.
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## 2. Variables
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| Variable | Type | Description |
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|----------|------|-------------|
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| `ConsumableCooldown` | `float` | Global cooldown between consumable uses |
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| `ActiveBuffs` | `TArray<S_ActiveBuff>` | Currently active temporary buffs |
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| `bCanUseConsumables` | `bool` | Master toggle (blocked during certain states) |
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## 3. Structs
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### `S_ActiveBuff`
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| Field | Type | Description |
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|-------|------|-------------|
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| `BuffTag` | `FGameplayTag` | Buff identifier |
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| `RemainingDuration` | `float` | Time remaining |
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| `BuffData` | `DA_ItemData*` | Source item data |
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| `AffectedStat` | `E_PlayerStat` | Health, Stamina, Speed, Stress, Damage |
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## 4. Functions
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| Function | Description |
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|----------|-------------|
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| `UseConsumable` | Uses a consumable item from inventory slot |
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| `ApplyBuff` | Applies a temporary buff to the player |
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| `RemoveBuff` | Removes a buff by tag |
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| `GetActiveBuffs` | Returns all active buffs |
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| `HasBuff` | Checks if a specific buff is active |
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| `TickBuffs` | Decrements buff durations, removes expired |
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## 5. Event Dispatchers
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| Dispatcher | Payload | Description |
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|------------|---------|-------------|
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| `OnConsumableUsed` | `S_InventoryEntry Item` | Consumable item used |
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| `OnBuffApplied` | `FGameplayTag BuffTag`, `float Duration` | Buff activated |
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| `OnBuffExpired` | `FGameplayTag BuffTag` | Buff ended |
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## 6. Dependencies
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| System | Relationship |
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|--------|--------------|
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| `BPC_InventorySystem` | Reads and modifies consumable items |
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| `BPC_HealthSystem` | Health restoration via consumables |
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| `BPC_StaminaSystem` | Stamina restoration |
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| `BPC_StressSystem` | Stress reduction items |
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| `BPC_MovementStateSystem` | Speed buffs |
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## 7. Reuse Notes
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- All consumable effects are data-driven via DA_ItemData
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- Buffs support stacking (multiple buffs active simultaneously)
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