Add core gameplay systems and data assets for player mechanics
- Implemented DA_EquipmentConfig for managing equipment resistances, durability, and weight. - Created DA_ItemData to serve as a base item data asset with various item types and properties. - Introduced BPC_HealthSystem for managing player health and death events. - Added BPC_MovementStateSystem to handle player movement modes with event delegation. - Developed BPC_StaminaSystem to track player stamina and exhaustion states. - Established BPC_StateManager as a central authority for managing player action states and gating. - Created BPC_StressSystem to monitor and respond to player stress levels. - Implemented PC_CoreController and PS_CorePlayerState for player controller and state management. - Developed SS_SaveManager for save/load functionality with slot management and serialization. - Introduced DA_StateGatingTable for defining action gating rules based on gameplay tags. - Added BPC_DamageReceptionSystem to process incoming damage and apply resistance calculations. - Implemented BPC_HitReactionSystem for managing hit reactions based on damage received. - Created BPC_ShieldDefenseSystem to manage shield health and blocking mechanics. - Added PG_FrameworkEditor.Target.cs for editor build configuration.
This commit is contained in:
15
Source/PG_Framework.Target.cs
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Source/PG_Framework.Target.cs
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// // Copyright Ngonart OU. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class PG_FrameworkTarget : TargetRules
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{
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public PG_FrameworkTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V6;
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ExtraModuleNames.AddRange( new string[] { "PG_Framework" } );
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}
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}
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Source/PG_Framework/PG_Framework.Build.cs
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Source/PG_Framework/PG_Framework.Build.cs
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// // Copyright Ngonart OU. All Rights Reserved.
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using UnrealBuildTool;
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public class PG_Framework : ModuleRules
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{
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public PG_Framework(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"GameplayTags",
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"EnhancedInput",
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"InputCore",
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"UMG",
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"Slate",
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"SlateCore",
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"AIModule",
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"NavigationSystem",
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"MotionWarping",
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"PhysicsCore",
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"DeveloperSettings",
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"MetasoundEngine",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"GameplayTasks",
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});
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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6
Source/PG_Framework/PG_Framework.cpp
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6
Source/PG_Framework/PG_Framework.cpp
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// // Copyright Ngonart OU. All Rights Reserved.
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#include "PG_Framework.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, PG_Framework, "PG_Framework" );
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6
Source/PG_Framework/PG_Framework.h
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Source/PG_Framework/PG_Framework.h
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// // Copyright Ngonart OU. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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15
Source/PG_FrameworkEditor.Target.cs
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Source/PG_FrameworkEditor.Target.cs
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// // Copyright Ngonart OU. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class PG_FrameworkEditorTarget : TargetRules
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{
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public PG_FrameworkEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V6;
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ExtraModuleNames.AddRange( new string[] { "PG_Framework" } );
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}
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}
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