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 "Components/ActorComponent.h"
#include "GameplayTagContainer.h"
#include "BPC_HitReactionSystem.generated.h"
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_HitReactionSystem : public UActorComponent
{
GENERATED_BODY()
public:
UBPC_HitReactionSystem();
UFUNCTION(BlueprintCallable, Category = "Framework|Combat")
void PlayHitReaction(float DamageAmount, FVector HitDirection, AActor* DamageCauser);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Framework|HitReaction")
float FlinchThreshold = 5.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Framework|HitReaction")
float RagdollThreshold = 50.0f;
};