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:
Lefteris Notas
2026-05-21 14:38:30 +03:00
parent a145ae9373
commit f986343325
50 changed files with 86 additions and 0 deletions

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#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "GameplayTagContainer.h"
#include "DA_StateGatingTable.generated.h"
USTRUCT(BlueprintType)
struct FRAMEWORK_API FStateGatingRule
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FGameplayTag ActionTag;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FGameplayTag BlockedByState;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bIsBlocked = true;
};
UCLASS(BlueprintType)
class FRAMEWORK_API UDA_StateGatingTable : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gating")
TArray<FStateGatingRule> GatingRules;
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Gating")
bool IsActionGated(FGameplayTag ActionTag, FGameplayTag CurrentState) const;
};