feat: Implement core gameplay systems and data assets for health, stamina, stress, movement, hit reactions, and shield defense
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32
Source/Framework/Public/Player/BPC_StressSystem.h
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32
Source/Framework/Public/Player/BPC_StressSystem.h
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "BPC_StressSystem.generated.h"
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UENUM(BlueprintType)
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enum class EStressTier : uint8
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{
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Calm UMETA(DisplayName = "Calm"),
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Tense UMETA(DisplayName = "Tense"),
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Distressed UMETA(DisplayName = "Distressed"),
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Panic UMETA(DisplayName = "Panic"),
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Catatonic UMETA(DisplayName = "Catatonic"),
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStressTierChanged, EStressTier, NewTier);
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_StressSystem : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UBPC_StressSystem();
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UPROPERTY(BlueprintReadOnly, Category = "Framework|Stress")
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EStressTier StressTier = EStressTier::Calm;
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UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
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FOnStressTierChanged OnStressTierChanged;
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};
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