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
Normal file
15
Source/PG_Framework.Target.cs
Normal file
@@ -0,0 +1,15 @@
|
||||
// // Copyright Ngonart OU. All Rights Reserved.
|
||||
|
||||
using UnrealBuildTool;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class PG_FrameworkTarget : TargetRules
|
||||
{
|
||||
public PG_FrameworkTarget(TargetInfo Target) : base(Target)
|
||||
{
|
||||
Type = TargetType.Game;
|
||||
DefaultBuildSettings = BuildSettingsVersion.V6;
|
||||
|
||||
ExtraModuleNames.AddRange( new string[] { "PG_Framework" } );
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user