feat: Implement core gameplay systems and data assets for health, stamina, stress, movement, hit reactions, and shield defense
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37
Source/Framework/Public/Inventory/DA_EquipmentConfig.h
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37
Source/Framework/Public/Inventory/DA_EquipmentConfig.h
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "DA_EquipmentConfig.generated.h"
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USTRUCT(BlueprintType)
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struct FRAMEWORK_API FDamageTypeResistance
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FGameplayTag DamageType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Resistance = 0.0f;
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};
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UCLASS(BlueprintType)
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class FRAMEWORK_API UDA_EquipmentConfig : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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TArray<FDamageTypeResistance> DamageTypeResistances;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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float Durability = 100.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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float Weight = 1.0f;
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Config")
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float GetResistance(FGameplayTag DamageType) const;
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};
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