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.
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Source/PG_Framework/Public/Player/BPC_StaminaSystem.h
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Source/PG_Framework/Public/Player/BPC_StaminaSystem.h
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "BPC_StaminaSystem.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnExhaustionStateChanged, bool, bExhausted);
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_StaminaSystem : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UBPC_StaminaSystem();
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Framework|Stamina")
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float MaxStamina = 100.0f;
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UPROPERTY(BlueprintReadOnly, Category = "Framework|Stamina")
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float CurrentStamina = 100.0f;
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UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
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FOnExhaustionStateChanged OnExhaustionStateChanged;
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};
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