feat: Implement core gameplay systems and data assets for health, stamina, stress, movement, hit reactions, and shield defense
This commit is contained in:
13
Source/Framework/Private/Inventory/DA_EquipmentConfig.cpp
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13
Source/Framework/Private/Inventory/DA_EquipmentConfig.cpp
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#include "Inventory/DA_EquipmentConfig.h"
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float UDA_EquipmentConfig::GetResistance(FGameplayTag DamageType) const
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{
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for (const FDamageTypeResistance& Entry : DamageTypeResistances)
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{
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if (Entry.DamageType == DamageType)
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{
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return Entry.Resistance;
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}
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}
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return 0.0f;
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}
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6
Source/Framework/Private/Player/BPC_HealthSystem.cpp
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6
Source/Framework/Private/Player/BPC_HealthSystem.cpp
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#include "Player/BPC_HealthSystem.h"
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UBPC_HealthSystem::UBPC_HealthSystem()
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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#include "Player/BPC_MovementStateSystem.h"
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UBPC_MovementStateSystem::UBPC_MovementStateSystem()
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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6
Source/Framework/Private/Player/BPC_StaminaSystem.cpp
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6
Source/Framework/Private/Player/BPC_StaminaSystem.cpp
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#include "Player/BPC_StaminaSystem.h"
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UBPC_StaminaSystem::UBPC_StaminaSystem()
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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6
Source/Framework/Private/Player/BPC_StressSystem.cpp
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6
Source/Framework/Private/Player/BPC_StressSystem.cpp
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#include "Player/BPC_StressSystem.h"
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UBPC_StressSystem::UBPC_StressSystem()
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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5
Source/Framework/Private/Player/PC_CoreController.cpp
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5
Source/Framework/Private/Player/PC_CoreController.cpp
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#include "Player/PC_CoreController.h"
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APC_CoreController::APC_CoreController()
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{
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}
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5
Source/Framework/Private/Player/PS_CorePlayerState.cpp
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5
Source/Framework/Private/Player/PS_CorePlayerState.cpp
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#include "Player/PS_CorePlayerState.h"
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APS_CorePlayerState::APS_CorePlayerState()
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{
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}
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13
Source/Framework/Private/State/DA_StateGatingTable.cpp
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13
Source/Framework/Private/State/DA_StateGatingTable.cpp
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#include "State/DA_StateGatingTable.h"
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bool UDA_StateGatingTable::IsActionGated(FGameplayTag ActionTag, FGameplayTag CurrentState) const
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{
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for (const FStateGatingRule& Rule : GatingRules)
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{
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if (Rule.ActionTag == ActionTag && Rule.BlockedByState == CurrentState)
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{
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return Rule.bIsBlocked;
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}
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}
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return false;
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}
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11
Source/Framework/Private/Weapons/BPC_HitReactionSystem.cpp
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11
Source/Framework/Private/Weapons/BPC_HitReactionSystem.cpp
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#include "Weapons/BPC_HitReactionSystem.h"
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UBPC_HitReactionSystem::UBPC_HitReactionSystem()
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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void UBPC_HitReactionSystem::PlayHitReaction(float DamageAmount, FVector HitDirection, AActor* DamageCauser)
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{
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// Stub — Blueprint child provides animation selection logic.
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}
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#include "Weapons/BPC_ShieldDefenseSystem.h"
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UBPC_ShieldDefenseSystem::UBPC_ShieldDefenseSystem()
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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