feat: Enhance interaction and inventory systems with new components and functionality

- Added BPC_UsableWorldObjectSystem for handling various interactable world objects with detailed manual implementation guide.
- Introduced BPC_ActiveItemSystem to manage quick slots and active item usage, including cycling and selection logic.
- Implemented BPC_DocumentArchiveSystem for managing collectible documents with read tracking and categorization.
- Developed BPC_JournalSystem for narrative entries with auto-adding features based on gameplay events.
- Created BPC_KeyItemSystem for key management with consumable and persistent key support.
- Enhanced BPC_FirearmSystem for ranged weapon mechanics, including hitscan and projectile firing.
- Updated BPC_MeleeSystem for melee combat with combo and blocking mechanics.
- Established BPC_ReloadSystem for managing weapon reloading processes, including partial reloads and state management.
This commit is contained in:
Lefteris Notas
2026-05-19 18:37:42 +03:00
parent f272257cb3
commit eeb1bf82c9
11 changed files with 1361 additions and 11 deletions

View File

@@ -102,4 +102,61 @@ Ranged weapon specialization. Handles line trace / projectile fire, weapon sprea
- Spread is cumulative while firing, resets on recovery timer.
- Projectile type requires a child BP implementing `AP_BaseProjectile` with velocity and lifetime.
- Renamed from `BP_RangedWeapon` to `BPC_FirearmSystem` per Master naming convention.
- Cross-references updated: `BPC_DamageHandlerComponent``BPC_DamageReceptionSystem`, `BPC_PlayerCameraManager``BPC_CameraStateLayer`, `DA_WeaponData``14-data-assets/`.
- Cross-references updated: `BPC_DamageHandlerComponent``BPC_DamageReceptionSystem`, `BPC_PlayerCameraManager``BPC_CameraStateLayer`, `DA_WeaponData``14-data-assets/`.
---
## Manual Implementation Guide
### Class Setup
1. Create Blueprint Class: Parent = `ActorComponent`, Name = `BPC_FirearmSystem`
2. Attach to `BP_WeaponBase` subclass: `BP_RangedWeapon`
3. Add FireSocket SceneComponent on weapon mesh (muzzle position)
### Variable Init (BeginPlay)
```
Event BeginPlay
├─ Read WeaponData from Owner BP_WeaponBase
├─ Set FireType = WeaponData.FireType (Hitscan/Projectile/Hybrid)
├─ Set Range = WeaponData.EffectiveRange
├─ Set SpreadAngle = WeaponData.BaseSpread
├─ Set BulletsPerShot = WeaponData.PelletsPerShot
├─ Set CurrentSpread = 0.0
└─ Cache: BPC_AmmoComponent, BPC_CombatFeedbackComponent, BPC_CameraStateLayer
```
### Function Node-by-Node
#### `OnFire_Implementation()` *(Overrides BP_WeaponBase.OnFire)*
```
Step 1: Get Camera Forward Vector
Step 2: Switch on FireType:
Hitscan: ForLoop (BulletsPerShot):
AimDir = Forward + CalculateSpread()
LineTraceByChannel: Start=Camera, End=Camera+AimDir*Range
If Hit & Implements I_Damageable: ApplyDamage(WeaponData.Damage, HitResult)
SpawnImpactFX(HitResult)
Projectile: ForLoop (BulletsPerShot):
Spawn ProjectileClass at FireSocket, velocity=AimDir*Speed
Hybrid: Hitscan + projectile for near-miss area
Step 3: ApplyRecoil → CameraShake or AddControllerPitch/Yaw
Step 4: ConsumeAmmo on BPC_AmmoComponent
Step 5: PlayMuzzleFlash + PlayFireSound on CombatFeedback
Step 6: CurrentSpread += SpreadIncreasePerShot (clamped to MaxSpread)
```
#### `CalculateSpread()` → Vector *(Pure)*
```
RandomFloat(-1,1)*CurrentSpread → YawOffset
RandomFloat(-1,1)*CurrentSpread → PitchOffset
MakeRotator(PitchOffset, YawOffset, 0) → GetForwardVector
```
### Build Checklist
- [ ] Create BPC_FirearmSystem, attach to BP_RangedWeapon
- [ ] Add FireSocket at muzzle
- [ ] Implement OnFire with hitscan/projectile/hybrid switch
- [ ] Implement CalculateSpread
- [ ] Wire to AmmoComponent, CombatFeedback, CameraStateLayer
- [ ] Create ProjectileClass with ProjectileMovement for projectile weapons
- [ ] Test: fire at target → damage registers → FX plays → ammo count drops