Files
UE5-Modular-Game-Framework/Source/PG_Framework/Public/Player/BPC_StaminaSystem.h
Lefteris Notas f986343325 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.
2026-05-21 14:38:30 +03:00

26 lines
730 B
C++

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "BPC_StaminaSystem.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnExhaustionStateChanged, bool, bExhausted);
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_StaminaSystem : public UActorComponent
{
GENERATED_BODY()
public:
UBPC_StaminaSystem();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Framework|Stamina")
float MaxStamina = 100.0f;
UPROPERTY(BlueprintReadOnly, Category = "Framework|Stamina")
float CurrentStamina = 100.0f;
UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
FOnExhaustionStateChanged OnExhaustionStateChanged;
};