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:
29
Source/PG_Framework/Public/Player/BPC_HealthSystem.h
Normal file
29
Source/PG_Framework/Public/Player/BPC_HealthSystem.h
Normal file
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "BPC_HealthSystem.generated.h"
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnHealthChanged, float, CurrentHealth, float, MaxHealth);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnDeath);
|
||||
|
||||
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
|
||||
class FRAMEWORK_API UBPC_HealthSystem : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UBPC_HealthSystem();
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Framework|Health")
|
||||
float MaxHealth = 100.0f;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Framework|Health")
|
||||
float CurrentHealth = 100.0f;
|
||||
|
||||
UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
|
||||
FOnHealthChanged OnHealthChanged;
|
||||
|
||||
UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
|
||||
FOnDeath OnDeath;
|
||||
};
|
||||
Reference in New Issue
Block a user