feat: Implement core gameplay systems and data assets for health, stamina, stress, movement, hit reactions, and shield defense

This commit is contained in:
Lefteris Notas
2026-05-21 13:16:43 +03:00
parent 0b1128d209
commit 9ee0a65630
22 changed files with 480 additions and 14 deletions

View File

@@ -0,0 +1,29 @@
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "BPC_HealthSystem.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnHealthChanged, float, CurrentHealth, float, MaxHealth);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnDeath);
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_HealthSystem : public UActorComponent
{
GENERATED_BODY()
public:
UBPC_HealthSystem();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Framework|Health")
float MaxHealth = 100.0f;
UPROPERTY(BlueprintReadOnly, Category = "Framework|Health")
float CurrentHealth = 100.0f;
UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
FOnHealthChanged OnHealthChanged;
UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
FOnDeath OnDeath;
};