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e771aec259
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GASCombatS
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| bd1dab25ca | |||
| 477574f842 |
@@ -2,9 +2,9 @@
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GameDefaultMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
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EditorStartupMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
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; GameMode/PlayerController/PlayerCharacter agora moram em C++ (Game/Modes/Entity/Controller).
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; O motor pode spawnar AZMMOGameMode directamente; um BP filho continua opcional.
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GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode
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GameInstanceClass=/Script/ZMMO.ZMMOGameInstance
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; O motor pode spawnar AZeusGameMode directamente; um BP filho continua opcional.
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GlobalDefaultGameMode=/Script/ZMMO.ZeusGameMode
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GameInstanceClass=/Script/ZMMO.ZeusGameInstance
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[/Script/Engine.RendererSettings]
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r.ReflectionMethod=1
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@@ -80,12 +80,30 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
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+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/ZMMO")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/ZMMO")
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; Redirects do template antigo para a nova arquitectura (Game/Modes/Entity/Controller).
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; ZMMOCharacter foi reescrito como ZMMOPlayerCharacter (ACharacter local com CMC livre).
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZMMOPlayerController")
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZMMOGameMode")
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter")
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; Pipeline: TP_ThirdPerson* -> ZMMO* (legado) -> Zeus* (atual). Os redirects de
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; ZMMO*->Zeus* preservam asset/BP refs criadas durante o periodo ZMMO* (Batches 1-3).
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZeusPlayerController")
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZeusGameMode")
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZeusCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZeusCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOPlayerCharacter",NewClassName="ZeusCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOPlayerController",NewClassName="ZeusPlayerController")
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+ActiveClassRedirects=(OldClassName="ZMMOFrontEndPlayerController",NewClassName="ZeusFrontEndPlayerController")
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+ActiveClassRedirects=(OldClassName="ZMMOGameMode",NewClassName="ZeusGameMode")
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+ActiveClassRedirects=(OldClassName="ZMMOFrontEndGameMode",NewClassName="ZeusFrontEndGameMode")
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+ActiveClassRedirects=(OldClassName="ZMMOGameInstance",NewClassName="ZeusGameInstance")
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+ActiveClassRedirects=(OldClassName="ZMMOHUD",NewClassName="ZeusHUD")
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+ActiveClassRedirects=(OldClassName="ZMMOPlayerState",NewClassName="ZeusPlayerState")
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+ActiveClassRedirects=(OldClassName="ZMMOEntity",NewClassName="ZeusEntity")
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+ActiveClassRedirects=(OldClassName="ZMMOPlayerProxy",NewClassName="ZeusPlayerProxy")
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+ActiveClassRedirects=(OldClassName="ZMMOProxyMovementComponent",NewClassName="ZeusProxyMovementComponent")
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+ActiveClassRedirects=(OldClassName="ZMMOWorldSubsystem",NewClassName="ZeusWorldSubsystem")
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+ActiveClassRedirects=(OldClassName="ZMMOThemeDataAsset",NewClassName="ZeusThemeDataAsset")
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+ActiveClassRedirects=(OldClassName="ZMMOThemeSubsystem",NewClassName="ZeusThemeSubsystem")
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+ActiveClassRedirects=(OldClassName="ZMMOLoginSaveGame",NewClassName="ZeusLoginSaveGame")
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+ActiveClassRedirects=(OldClassName="ZMMOHudWidget",NewClassName="ZeusHudWidget")
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+ActiveClassRedirects=(OldClassName="ZMMOHudPlayerVitalsWidget",NewClassName="ZeusHudPlayerVitalsWidget")
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+ActiveClassRedirects=(OldClassName="ZMMOLoadingProfilesDataAsset",NewClassName="ZeusLoadingProfilesDataAsset")
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[CoreRedirects]
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; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
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; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia
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@@ -95,6 +113,27 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
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+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED")
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+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED")
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; --- M7: Modulo cliente "ZMMOJobs" foi renomeado pra "ZeusJobs" + classe
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; UZMMOJobDataAsset -> UZeusJobDataAsset. Os 7 DA_Job_* em /Game/ZMMO/Data/Jobs/
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; foram salvos apontando pra /Script/ZMMOJobs.ZMMOJobDataAsset (modulo + classe
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; antigos). ActiveClassRedirects so' troca o NOME da classe, nao o package;
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; precisamos de CoreRedirects com path completo + PackageRedirect.
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+PackageRedirects=(OldName="/Script/ZMMOJobs",NewName="/Script/ZeusJobs")
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+ClassRedirects=(OldName="/Script/ZMMOJobs.ZMMOJobDataAsset",NewName="/Script/ZeusJobs.ZeusJobDataAsset")
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; --- M7: USTRUCTs renomeadas (mesmo modulo ZMMO). DTs salvos com Row Structure
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; apontando pro nome antigo (ZMMOMapDef, ZMMOLoadingTipRow). USTRUCT usa
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; +StructRedirects (nao +ClassRedirects).
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+StructRedirects=(OldName="/Script/ZMMO.ZMMOMapDef",NewName="/Script/ZMMO.ZeusMapDef")
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+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingTipRow",NewName="/Script/ZMMO.ZeusLoadingTipRow")
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; DA_LoadingProfiles salvo com TMap<EZMMOLoadingContext, FZMMOLoadingProfile>;
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; FZMMOLoadingProfile contem TArray<FZMMOLoadingStepDef>. Precisa de 3 redirects
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; (1 enum + 2 struct) pra carregar sem warnings nem perda de dados.
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+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingContext",NewName="/Script/ZMMO.EZeusLoadingContext")
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+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingStepStatus",NewName="/Script/ZMMO.EZeusLoadingStepStatus")
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+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingProfile",NewName="/Script/ZMMO.ZeusLoadingProfile")
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+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingStepDef",NewName="/Script/ZMMO.ZeusLoadingStepDef")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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@@ -3,10 +3,10 @@ ProjectID=FC3E256F43B2AFD43009F4949B0814BE
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ProjectName=Third Person Game Template
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; -----------------------------------------------------------------------------
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; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZMMOThemeSubsystem.h and
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; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZeusThemeSubsystem.h and
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; ARQUITETURA.md §1.10 / §4.7).
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;
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; - DefaultThemeAsset is the fallback theme (must define every EZMMOThemeKey).
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; - DefaultThemeAsset is the fallback theme (must define every EZeusThemeKey).
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; - ThemeRegistry maps ThemeId -> seasonal DA_Theme_* asset.
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; - CalendarTable points to DT_ThemeCalendar (FThemeCalendarRow rows).
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; - UIStyleTable points to DT_UI_Styles (FUIStyleRow rows): tokens de estilo
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@@ -18,7 +18,7 @@ ProjectName=Third Person Game Template
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; assets are actually created in the editor.
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; -----------------------------------------------------------------------------
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[/Script/ZMMO.ZMMOThemeSubsystem]
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[/Script/ZMMO.ZeusThemeSubsystem]
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;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default
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;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas"))
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;+ThemeRegistry=(("Halloween", "/Game/ZMMO/UI/Themes/DA_Theme_Halloween.DA_Theme_Halloween"))
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@@ -33,20 +33,20 @@ ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
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; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do
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; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o
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; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows.
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; cliente resolve `mapId -> ClientLevel/spawns` via FZeusMapDef rows.
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MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
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; Loading dinâmico (etapas + dicas). DA_LoadingProfiles tem 1 perfil por
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; contexto (EZMMOLoadingContext); DT_LoadingTips rotaciona durante o load.
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; contexto (EZeusLoadingContext); DT_LoadingTips rotaciona durante o load.
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; Cliente local marca etapas via eventos (sem opcode novo).
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LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles
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LoadingTipsAsset=/Game/ZMMO/Data/UI/Loading/DT_LoadingTips.DT_LoadingTips
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; -----------------------------------------------------------------------------
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; UI in-game (PR 19+). Espelho do front-end pattern:
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; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD,
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; - ScreenSetAsset mapeia EZeusInGameUIState -> WBP (Playing -> WBP_HUD,
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; StatusWindow -> WBP_StatusWindow, etc.)
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; - Subsystem orquestra: AZMMOHUD::BeginPlay chama StartInGame que vai pra
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; - Subsystem orquestra: AZeusHUD::BeginPlay chama StartInGame que vai pra
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; Playing.
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; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet.
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; -----------------------------------------------------------------------------
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@@ -56,16 +56,27 @@ ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
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; -----------------------------------------------------------------------------
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; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus
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; UActorComponent aqui. O AZMMOPlayerState lê esta lista no construtor e
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; UActorComponent aqui. O AZeusPlayerState lê esta lista no construtor e
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; instancia cada classe como subobject — pattern Open-Closed: adicionar
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; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZMMOPlayerState.
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; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZeusPlayerState.
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;
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; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo
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; C++; UClass resolve pelo nome curto).
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; -----------------------------------------------------------------------------
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[/Script/ZMMO.ZMMOPlayerState]
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+ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
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[/Script/ZMMO.ZeusPlayerState]
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; UZeusGASComponent (plugin ZeusGAS) — dono unico dos atributos do char (M7).
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; Owns UZeusAbilitySystemComponent + UZeusAttributeSet (26 atributos
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; espelhados do server CharAttributeSet). Bridge via UZeusGASNetworkHandler
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; (UWorldSubsystem) subscribe nos delegates do UZeusNetworkSubsystem.
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+ComponentClasses=/Script/ZeusGAS.ZeusGASComponent
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; === GAS Cue paths (Batch 2.5 — S_ABILITY_CUE multicast cosmetico) ===
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; UGameplayCueManager scaneia esses paths no boot pra mapear FGameplayTag
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; -> AGameplayCueNotify_Actor BP. UZeusGASComponent::DispatchAbilityCue chama
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; ASC->ExecuteGameplayCueLocal(CueTag, params) -> manager resolve pelo path.
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[/Script/GameplayAbilities.AbilitySystemGlobals]
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+GameplayCueNotifyPaths="/Game/ZMMO/GAS/Cues"
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[/Script/Engine.AssetManagerSettings]
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-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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@@ -80,3 +91,12 @@ bShouldAcquireMissingChunksOnLoad=False
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bShouldWarnAboutInvalidAssets=True
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MetaDataTagsForAssetRegistry=()
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[/Script/GameplayAbilities.AbilitySystemGlobals]
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bUseDebugTargetFromHud=true
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[ConsoleVariables]
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; mostra cooldowns, ativações, falhas
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AbilitySystem.LogAbilityTriggers=1
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; mostra effects aplicados/removidos com magnitude
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AbilitySystem.DebugAbilityTags=1
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19
Config/DefaultZeusV1.ini
Normal file
19
Config/DefaultZeusV1.ini
Normal file
@@ -0,0 +1,19 @@
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; DefaultZeusV1.ini
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; Config inicial pra UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin).
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; Editar via UE Project Settings -> Plugins -> Zeus V1 OU editar este arquivo
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; e relancar o editor.
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;
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; PORT 7777: ZeusGateway. NodeService popula routes via charId lookup quando
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; cliente conecta (validado: handshake routed charId=7 -> SP_01 cell 0). Fluxo
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; padrao de producao -- UE conecta no Gateway, Gateway resolve cell ownership
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; via lease em Valkey + encaminha pro ZS correto.
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;
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; ALTERNATIVO (debug only -- bug aberto pendente investigacao):
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; ServerPort=9001 conecta DIRETO em SP_01 mas hoje pacote UE nao chega no
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; server (FUdpSocketBuilder + Windows multi-NIC loopback issue). Use 7777.
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[/Script/ZeusNetwork.ZeusNetworkingClientSubsystem]
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ServerHost=127.0.0.1
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ServerPort=7777
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bUseZeusNetworkingV1=True
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bAutoConnectOnStart=True
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114
Config/Tags/ZeusServerTags.ini
Normal file
114
Config/Tags/ZeusServerTags.ini
Normal file
@@ -0,0 +1,114 @@
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; Gerado por ZeusTool tags sync -- tags do ZeusServer p/ o cliente UE.
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; NAO editar a mao: regenere com `ZeusTool tags sync <json> <ini>`.
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[/Script/GameplayTags.GameplayTagsList]
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GameplayTagList=(Tag="GameplayCue",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Melee",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Melee.Kick",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat",DevComment="Categoria root de cues compartilhados por TODO melee (reutilizaveis)")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit",DevComment="Familia de cues do impacto de hit")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit.Impact",DevComment="Broadcast AOI - SFX impact + VFX sparks na location (todos ouvem)")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit.React",DevComment="Broadcast AOI - AnimMontage de hit react no target (todos veem)")
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GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit.Self",DevComment="Unicast - feedback privado do alvo (camera shake, hit flash, rumble)")
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GameplayTagList=(Tag="GameplayCue.Zeus.Melee.Kick.Target",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Movement",DevComment="")
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GameplayTagList=(Tag="GameplayCue.Zeus.Movement.Dash",DevComment="")
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GameplayTagList=(Tag="Zeus",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Casting",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Channeling",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Melee",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Melee.Kick",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Movement",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Movement.Dash",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Recovery",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Spell",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Spell.FireballRain",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Agi",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Aspd",DevComment="")
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||||
GameplayTagList=(Tag="Zeus.Attribute.Atk",DevComment="")
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||||
GameplayTagList=(Tag="Zeus.Attribute.BaseExp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.BaseLevel",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Crit",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Def",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Dex",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Flee",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Hit",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Hp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.HpRegenRate",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Int",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.JobExp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.JobLevel",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Luk",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Matk",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.MatkMax",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.MatkMin",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.MaxHp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.MaxSp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Mdef",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.SkillPoint",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Sp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.SpRegenRate",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Stamina",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.StaminaRegenRate",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.StatusPoint",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Str",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Vit",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat.Blocking",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat.Dodging",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat.InCombat",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat.LockOn",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo.Slot1",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo.Slot2",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo.Slot3",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo.Window",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Cooldown",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Cooldown.FireballRain",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Earth",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Fire",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Holy",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Magical",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Physical",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Poison",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Shadow",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Water",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Wind",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Buff",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Buff.StrUp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cooldown",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cooldown.Dash",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cooldown.FireballRain",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cooldown.Kick",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cost",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_10",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_50",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cost.Stamina_5",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Damage",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Damage.Kick",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.State",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.State.NoHpRegen",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.State.NoRegen",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.State.NoSpRegen",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.State.NoStaminaRegen",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Buff",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Disarmed",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Feared",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Frozen",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.KnockedDown",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Rooted",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Silenced",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Stunned",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Dead",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Debuff",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Invulnerable",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Regen",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Regen.Blocked",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Regen.Boosted",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Regen.Poisoned",DevComment="")
|
||||
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Content/Input/Actions/IA_Dash.uasset
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Content/Input/Actions/IA_Dash.uasset
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Content/Input/Actions/IA_Kick.uasset
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Content/Input/Actions/IA_Kick.uasset
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Content/ZMMO/Core/Player/BP_PlayerState.uasset
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Content/ZMMO/Core/Player/BP_PlayerState.uasset
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Content/ZMMO/Core/Player/BP_ZeusPlayerCharacter.uasset
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Content/ZMMO/Core/Player/BP_ZeusPlayerCharacter.uasset
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Content/ZMMO/Data/Abilities/DT_Abilities.uasset
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Content/ZMMO/Data/Abilities/DT_Abilities.uasset
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Content/ZMMO/GAS/Abilities/GA_Dash.uasset
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Content/ZMMO/GAS/Abilities/GA_Dash.uasset
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Content/ZMMO/GAS/Abilities/Kick/Animations/AS_Kick.uasset
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Content/ZMMO/GAS/Abilities/Kick/Animations/AS_Kick.uasset
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Content/ZMMO/GAS/Abilities/Kick/GA_Kick.uasset
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Content/ZMMO/GAS/Abilities/Kick/GA_Kick.uasset
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Content/ZMMO/GAS/Cues/Camera/CS_HitReact.uasset
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Content/ZMMO/GAS/Cues/Camera/CS_HitReact.uasset
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Content/ZMMO/GAS/Cues/GC_Combat_Hit_Impact.uasset
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Content/ZMMO/GAS/Cues/GC_Combat_Hit_Impact.uasset
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Content/ZMMO/GAS/Cues/GC_Combat_Hit_React.uasset
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Content/ZMMO/GAS/Cues/GC_Combat_Hit_React.uasset
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Content/ZMMO/GAS/Cues/GC_Combat_Hit_Self.uasset
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Content/ZMMO/GAS/Cues/GC_Combat_Hit_Self.uasset
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Content/ZMMO/GAS/Cues/GC_Dash.uasset
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Content/ZMMO/GAS/Cues/GC_Dash.uasset
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Content/ZMMO/GAS/Cues/GC_Kick.uasset
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Content/ZMMO/GAS/Cues/GC_Kick.uasset
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Content/ZMMO/GAS/Cues/HitReact/AM_HitReact_Heavy.uasset
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Content/ZMMO/GAS/Cues/HitReact/AM_HitReact_Heavy.uasset
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Content/ZMMO/GAS/Cues/HitReact/AM_HitReact_Light.uasset
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Content/ZMMO/GAS/Cues/HitReact/AM_HitReact_Light.uasset
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Content/ZMMO/GAS/Cues/HitReact/AM_HitReact_Medium.uasset
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Content/ZMMO/GAS/Cues/HitReact/AM_HitReact_Medium.uasset
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Content/ZMMO/GAS/Cues/HitReact/Animations/AS_HitReact.uasset
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Content/ZMMO/GAS/Cues/HitReact/Animations/AS_HitReact.uasset
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Content/ZMMO/Sounds/Abilities/SA_Dash.uasset
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Content/ZMMO/Sounds/Abilities/SA_Dash.uasset
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Content/ZMMO/Sounds/Abilities/SC_Dash.uasset
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Content/ZMMO/Sounds/Abilities/SC_Dash.uasset
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Content/ZMMO/Sounds/Abilities/SW_Dash_Source.uasset
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Content/ZMMO/Sounds/Abilities/SW_Dash_Source.uasset
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Content/ZMMO/Sounds/Abilities/SW_Dash_Source.wav
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Content/ZMMO/Sounds/Abilities/SW_Dash_Source.wav
Normal file
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BIN
Content/ZMMO/Sounds/Combat/SW_Punch_Cartoon.uasset
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Content/ZMMO/Sounds/Combat/SW_Punch_Cartoon.uasset
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Content/ZMMO/VFX/Abilities/Dash/NS_Dash_Burst.uasset
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Content/ZMMO/VFX/Abilities/Dash/NS_Dash_Burst.uasset
Normal file
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Content/ZMMO/VFX/Abilities/Dash/T_DashShard_Source.png
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Content/ZMMO/VFX/Abilities/Dash/T_DashShard_Source.png
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|
After Width: | Height: | Size: 4.8 KiB |
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@@ -10,17 +10,17 @@
|
||||
*
|
||||
* Fluxo: Boot → Connecting → Login → ServerSelect → Lobby → EnteringWorld
|
||||
* → InWorld. O Lobby é o hub principal logado; suas páginas internas são
|
||||
* EZMMOLobbyPage (não são estados de topo — ver ARQUITETURA.md §4.8).
|
||||
* EZeusLobbyPage (não são estados de topo — ver ARQUITETURA.md §4.8).
|
||||
*/
|
||||
UENUM(BlueprintType)
|
||||
enum class EZMMOFrontEndState : uint8
|
||||
enum class EZeusFrontEndState : uint8
|
||||
{
|
||||
None,
|
||||
Boot, // splash inicial enquanto subsistemas sobem
|
||||
Connecting, // conectando ao servidor Zeus (UDP)
|
||||
Login, // autenticação
|
||||
ServerSelect, // escolha de servidor/realm
|
||||
Lobby, // hub principal logado (host das EZMMOLobbyPage)
|
||||
Lobby, // hub principal logado (host das EZeusLobbyPage)
|
||||
EnteringWorld, // loading/handoff: OpenLevel do mapa de mundo
|
||||
InWorld // no mundo (HUD de gameplay assume)
|
||||
};
|
||||
@@ -30,7 +30,7 @@ enum class EZMMOFrontEndState : uint8
|
||||
* de Lobby ("Switch principal"), não pelo fluxo de topo.
|
||||
*/
|
||||
UENUM(BlueprintType)
|
||||
enum class EZMMOLobbyPage : uint8
|
||||
enum class EZeusLobbyPage : uint8
|
||||
{
|
||||
None,
|
||||
CharacterSelect,
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
* Estados da UI in-game. Dirigidos pelo UUIInGameFlowSubsystem; cada estado
|
||||
* resolve uma tela (UCommonActivatableWidget) via DA_InGameScreenSet.
|
||||
*
|
||||
* Espelha simetricamente EZMMOFrontEndState (Data/UI/FrontEndTypes.h):
|
||||
* Espelha simetricamente EZeusFrontEndState (Data/UI/FrontEndTypes.h):
|
||||
* - Front-end usa estados pra Login/ServerSelect/Lobby (UI.Layer.Menu)
|
||||
* - In-game usa estados pra HUD/Status/Inventory/Skills (UI.Layer.Game + GameMenu)
|
||||
*
|
||||
@@ -22,7 +22,7 @@
|
||||
* Layer.GameMenu por cima dele.
|
||||
*/
|
||||
UENUM(BlueprintType)
|
||||
enum class EZMMOInGameUIState : uint8
|
||||
enum class EZeusInGameUIState : uint8
|
||||
{
|
||||
None, ///< Antes do player local spawnar; UI in-game inativa.
|
||||
Playing, ///< HUD principal visivel (HP/SP/level/etc).
|
||||
|
||||
@@ -5,14 +5,14 @@
|
||||
|
||||
/**
|
||||
* Contexto do loading screen genérico. Cada contexto resolve um perfil
|
||||
* (lista de etapas) no UZMMOLoadingProfilesDataAsset.
|
||||
* (lista de etapas) no UZeusLoadingProfilesDataAsset.
|
||||
*
|
||||
* Cliente local rastreia o progresso assinando eventos próprios
|
||||
* (HandlePostLoadMap, OnPlayerSpawned, etc) — server não envia opcode de
|
||||
* progresso, ver decisão em [[project_ui_loading_dynamic]].
|
||||
*/
|
||||
UENUM(BlueprintType)
|
||||
enum class EZMMOLoadingContext : uint8
|
||||
enum class EZeusLoadingContext : uint8
|
||||
{
|
||||
None,
|
||||
FrontEndEnteringWorld, ///< FrontEnd → mundo (handoff CharServer→WorldServer + spawn).
|
||||
@@ -21,7 +21,7 @@ enum class EZMMOLoadingContext : uint8
|
||||
};
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EZMMOLoadingStepStatus : uint8
|
||||
enum class EZeusLoadingStepStatus : uint8
|
||||
{
|
||||
Pending, ///< Ainda não começou.
|
||||
Running, ///< Em andamento (o "barber pole").
|
||||
@@ -34,7 +34,7 @@ enum class EZMMOLoadingStepStatus : uint8
|
||||
* pra chamar MarkStepDone(StepId); Label é o texto localizado mostrado.
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct FZMMOLoadingStepDef
|
||||
struct FZeusLoadingStepDef
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@@ -52,13 +52,13 @@ struct FZMMOLoadingStepDef
|
||||
* consulta StepId pra avançar etapa.
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct FZMMOLoadingProfile
|
||||
struct FZeusLoadingProfile
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/** Etapas em ordem. ProgressBar = #Done / #Steps. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading")
|
||||
TArray<FZMMOLoadingStepDef> Steps;
|
||||
TArray<FZeusLoadingStepDef> Steps;
|
||||
|
||||
/** Título da tela (vazio = usa default da classe). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading")
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "ThemeKeys.generated.h"
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EZMMOThemeKey : uint8
|
||||
enum class EZeusThemeKey : uint8
|
||||
{
|
||||
// HUD
|
||||
HUD_Frame UMETA(DisplayName = "HUD - Frame"),
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#include "UI/UILayerTags.h"
|
||||
|
||||
namespace ZMMOUITags
|
||||
namespace ZeusUITags
|
||||
{
|
||||
UE_DEFINE_GAMEPLAY_TAG(UI_Layer_Game, "UI.Layer.Game");
|
||||
UE_DEFINE_GAMEPLAY_TAG(UI_Layer_GameMenu, "UI.Layer.GameMenu");
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
* UI.Layer.Menu — front-end (Boot/Login/ServerSelect/Lobby)
|
||||
* UI.Layer.Modal — diálogos/loading por cima de tudo
|
||||
*/
|
||||
namespace ZMMOUITags
|
||||
namespace ZeusUITags
|
||||
{
|
||||
ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_Game);
|
||||
ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_GameMenu);
|
||||
|
||||
@@ -73,7 +73,7 @@ struct ZMMO_API FUIStyle
|
||||
/**
|
||||
* Linha de DT_UI_Styles. O Row Name é o ThemeId (ex.: "Default", "RPG"),
|
||||
* espelhando DT_ThemeCalendar e ThemeRegistry — assim a camada de estilo
|
||||
* é consumidora do ThemeId já resolvido pelo UZMMOThemeSubsystem.
|
||||
* é consumidora do ThemeId já resolvido pelo UZeusThemeSubsystem.
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct ZMMO_API FUIStyleRow : public FTableRowBase
|
||||
@@ -87,7 +87,7 @@ struct ZMMO_API FUIStyleRow : public FTableRowBase
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
|
||||
EUITheme Theme = EUITheme::None;
|
||||
|
||||
/** Ponte para o ThemeId resolvido pelo UZMMOThemeSubsystem. */
|
||||
/** Ponte para o ThemeId resolvido pelo UZeusThemeSubsystem. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
|
||||
FName ThemeId;
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
* Enums do sistema de UI Style (tokens de tema visual).
|
||||
*
|
||||
* Espelha ThemeKeys.h: enums fortes, BlueprintType, primeiro valor None.
|
||||
* O conceito de "tema ativo" continua sendo do UZMMOThemeSubsystem
|
||||
* O conceito de "tema ativo" continua sendo do UZeusThemeSubsystem
|
||||
* (resolvido por FName ThemeId). EUITheme é apenas validação tipada de
|
||||
* design-time ao preencher DT_UI_Styles — não é a chave de runtime.
|
||||
*/
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user