- 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.
16 lines
380 B
C#
16 lines
380 B
C#
// // Copyright Ngonart OU. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class PG_FrameworkEditorTarget : TargetRules
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{
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public PG_FrameworkEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V6;
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ExtraModuleNames.AddRange( new string[] { "PG_Framework" } );
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}
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}
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