Refactor GameplayTag documentation and implementation
- Updated references from GI_GameTagRegistry to DA_GameTagRegistry in architecture overview and implementation patterns documentation. - Added new Blueprint specification for GI_StarterGameInstance, detailing its purpose, configuration, and integration pattern. - Introduced DA_GameTagRegistry Blueprint specification, centralizing GameplayTag management and providing functions for tag validation and logging. - Created documentation for the Starter GameInstance, outlining its role in the project setup and how other systems can integrate with it.
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@@ -4,7 +4,7 @@
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Single source of truth for "what can the player do right now?" Every system queries `IsActionPermitted(Tag)` instead of checking other systems' states directly. Manages exclusive action states, upper-body overlay states, action action gating, vital signs (heart rate), and the force-stack pattern for nested overrides (death, cutscenes, void space). Communicates with GASP exclusively through overlay state variables — never touches motion matching internals.
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## Dependencies
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- **Requires:** `GI_GameFramework` (04 — game phase changes), `BPC_HealthSystem` (08 — death + injury bindings), `BPC_StressSystem` (10 — stress tier), `BPC_StaminaSystem` (09 — exhaustion), `BPC_MovementStateSystem` (11 — movement mode tracking), `GI_GameTagRegistry` (01 — tag queries), `SS_EnhancedInputManager` (128 — context switching), `ABP_GASP` (external — overlay + intensity variables)
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- **Requires:** `GI_GameFramework` (04 — game phase changes), `BPC_HealthSystem` (08 — death + injury bindings), `BPC_StressSystem` (10 — stress tier), `BPC_StaminaSystem` (09 — exhaustion), `BPC_MovementStateSystem` (11 — movement mode tracking), `DA_GameTagRegistry` (01 — tag queries), `SS_EnhancedInputManager` (128 — context switching), `ABP_GASP` (external — overlay + intensity variables)
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- **Required By:** EVERY gameplay system (central query point for action permission)
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- **Engine/Plugin Requirements:** GameplayTags plugin, GASP plugin (read-only)
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@@ -425,7 +425,7 @@ Values:
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4. Populate default `GatingRules` from `DA_StateGatingTable` if assigned
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5. Bind to `GI_GameFramework.OnGamePhaseChanged` (for game-phase-gated rules)
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6. Bind to `BPC_HealthSystem.OnDeath` (auto-call `ForceStateChange(Dead, "Death")`)
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7. Register with `GI_GameTagRegistry` for tag-based queries
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7. Register with `DA_GameTagRegistry` for tag-based queries
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8. Bind to `BPC_HealthSystem.OnHealthChanged` → call `EvaluateInjuryState()`
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9. Bind to `BPC_StressSystem.OnStressTierChanged` → recalculate heart rate
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10. Bind to `BPC_StaminaSystem.OnExhaustionStateChanged` → recalculate heart rate
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