- 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.
33 lines
891 B
C++
33 lines
891 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "BPC_StressSystem.generated.h"
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UENUM(BlueprintType)
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enum class EStressTier : uint8
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{
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Calm UMETA(DisplayName = "Calm"),
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Tense UMETA(DisplayName = "Tense"),
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Distressed UMETA(DisplayName = "Distressed"),
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Panic UMETA(DisplayName = "Panic"),
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Catatonic UMETA(DisplayName = "Catatonic"),
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStressTierChanged, EStressTier, NewTier);
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_StressSystem : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UBPC_StressSystem();
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UPROPERTY(BlueprintReadOnly, Category = "Framework|Stress")
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EStressTier StressTier = EStressTier::Calm;
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UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
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FOnStressTierChanged OnStressTierChanged;
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};
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