Mateus Rodrigues
ff75ad92eb
feat(gas): Batch 2 - Vertical slice Dash client (input bind + assets)
ZeusCharacter:
- DashAction UPROPERTY + load /Game/Input/Actions/IA_Dash.IA_Dash no ctor.
- SetupPlayerInputComponent: BindAction(DashAction, Triggered) -> OnDashTriggered.
- OnDashTriggered: resolve UZeusGASComponent via PlayerState -> chama
RequestActivateAbilityByTag(Zeus.Ability.Movement.Dash). Bridge envia
C_ABILITY_TRY_ACTIVATE pro server (handle, tagHash) e o ASC local executa
ActivateAbility (LaunchCharacter) quando server confirma S_ABILITY_ACTIVATED.
Assets (criados via MCP):
- DT_Abilities (/Game/ZMMO/Data/Abilities/) — row "Zeus.Ability.Movement.Dash"
apontando pro BP_GA_Dash_C. Row name = tag canonica (hash bate com server).
- BP_GA_Dash (/Game/ZMMO/GAS/Abilities/) — parent UZeusGameplayAbility_Dash.
- IA_Dash (/Game/Input/Actions/) — Boolean InputAction.
- IMC_Default — bind LeftShift -> IA_Dash com trigger Pressed (13a mapping).
Fluxo completo (apos rebuild + server na branch GameplayAbilitySystem):
LShift -> OnDashTriggered -> RequestActivateAbilityByTag ->
C_ABILITY_TRY_ACTIVATE -> server valida cost SP/cooldown ->
S_ABILITY_ACTIVATED + S_ATTRIBUTE_HP_SP_UPDATE (-10 SP) ->
ASC.TryActivateAbility(local) -> BP_GA_Dash::ActivateAbility ->
LaunchCharacter(forward * 2400 cm/s) + HUD SP cai 10 + cooldown 3s.
Branch GameplayAbilitySystem (criada a partir do main pro escopo GAS).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 03:02:51 -03:00
..
2026-06-03 03:02:51 -03:00
2026-05-07 20:21:21 -03:00
2026-06-03 03:02:51 -03:00
2026-05-07 20:21:21 -03:00