docs: Update C++ integration guide and blueprint specifications for various systems, adding detailed setup instructions and clarifying implementation statuses
This commit is contained in:
@@ -1,5 +1,9 @@
|
||||
# 08 — Health System (`BPC_HealthSystem`)
|
||||
|
||||
> **⚡ C++ Status: Stub** — `Source/PG_Framework/Public/Player/BPC_HealthSystem.h` provides the UCLASS shell, `MaxHealth`/`CurrentHealth` variables, `OnHealthChanged` and `OnDeath` event dispatchers. **The C++ stub has NO gameplay logic** — it exists so other C++ classes (`BPC_StateManager`, `BPC_DamageReceptionSystem`) can forward-reference it. **Create a BP child** and build ALL logic from this spec: `TakeDamage()`, `Heal()`, `OnDeath()` transition, damage resistance modifiers, health regen tick, `I_Damageable` interface. See `docs/developer/cpp-integration-guide.md` for setup steps.
|
||||
>
|
||||
> ---
|
||||
|
||||
## Purpose
|
||||
Manages the player's health pool, damage application with type-based resistance, health regeneration, death state, and critical-health events. Serves as the central survivability component on the player character.
|
||||
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
# 09 — Stamina System (`BPC_StaminaSystem`)
|
||||
|
||||
> **⚡ C++ Status: Stub** — `Source/PG_Framework/Public/Player/BPC_StaminaSystem.h` provides the UCLASS shell, `MaxStamina`/`CurrentStamina` variables, and `OnExhaustionStateChanged` dispatcher. **The C++ stub has NO gameplay logic.** **Create a BP child** and build ALL logic: sprint drain, action costs, exhaustion state machine, regen delay + rate, `CanAffordAction(Cost)` query. See `docs/developer/cpp-integration-guide.md`.
|
||||
>
|
||||
> ---
|
||||
|
||||
## Purpose
|
||||
Manages the player's stamina pool — drain during sprinting, jumping, and special actions; regeneration during idle/walking. Prevents action spamming by enforcing minimum stamina thresholds. Drives exhaustion VFX and audio cues.
|
||||
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
# 10 — Stress / Sanity System (`BPC_StressSystem`)
|
||||
|
||||
> **⚡ C++ Status: Stub** — `Source/PG_Framework/Public/Player/BPC_StressSystem.h` provides the UCLASS shell, `EStressTier` enum (Calm→Catatonic), `StressTier` variable, and `OnStressTierChanged` dispatcher. **The C++ stub has NO gameplay logic.** **Create a BP child** and build ALL logic: stress accumulation sources, decay during safety, tier transitions, hallucination thresholds. See `docs/developer/cpp-integration-guide.md`.
|
||||
>
|
||||
> ---
|
||||
|
||||
## Purpose
|
||||
Tracks the player's psychological state via a stress meter that accumulates from environmental horror, enemy proximity, health deficits, and narrative events. Drives visual distortion, audio hallucinations, gameplay penalties, and narrative branching based on sanity thresholds.
|
||||
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
# 11 — Movement State System (`BPC_MovementStateSystem`)
|
||||
|
||||
> **⚡ C++ Status: Stub** — `Source/PG_Framework/Public/Player/BPC_MovementStateSystem.h` provides the UCLASS shell, `CurrentMovementMode` GameplayTag variable, and `OnMovementModeChanged` dispatcher. **The C++ stub has NO gameplay logic.** **Create a BP child** and build ALL logic: CMC reads, posture detection (standing/crouching/prone), sprint state, footstep events, GASP ABP variable bridge. See `docs/developer/cpp-integration-guide.md`.
|
||||
>
|
||||
> ---
|
||||
|
||||
## Purpose
|
||||
Tracks the player's current movement mode and posture state. Acts as a central query point for other systems (animations, stamina, audio, camera) to react to how the player is moving. Does not control movement input — only reports and reacts to state changes.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user