- 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.
14 lines
322 B
C++
14 lines
322 B
C++
#include "State/DA_StateGatingTable.h"
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bool UDA_StateGatingTable::IsActionGated(FGameplayTag ActionTag, FGameplayTag CurrentState) const
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{
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for (const FStateGatingRule& Rule : GatingRules)
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{
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if (Rule.ActionTag == ActionTag && Rule.BlockedByState == CurrentState)
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{
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return Rule.bIsBlocked;
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}
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}
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return false;
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}
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