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 +1,32 @@
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "BPC_StressSystem.generated.h"
UENUM(BlueprintType)
enum class EStressTier : uint8
{
Calm UMETA(DisplayName = "Calm"),
Tense UMETA(DisplayName = "Tense"),
Distressed UMETA(DisplayName = "Distressed"),
Panic UMETA(DisplayName = "Panic"),
Catatonic UMETA(DisplayName = "Catatonic"),
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStressTierChanged, EStressTier, NewTier);
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_StressSystem : public UActorComponent
{
GENERATED_BODY()
public:
UBPC_StressSystem();
UPROPERTY(BlueprintReadOnly, Category = "Framework|Stress")
EStressTier StressTier = EStressTier::Calm;
UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
FOnStressTierChanged OnStressTierChanged;
};