RPG Core APIs Sample
This sample demonstrates how to implement core RPG mechanics using Unreal Engine 4's C# APIs. We'll cover character stats, inventory management, and basic combat logic.
Character Stats Component
Create a component to manage character attributes like Health, Mana, Strength, etc.
using UnrealEngine.Core.Components;
using System;
namespace MyGame.Components
{
public class CharacterStatsComponent : ActorComponent
{
// Base stats
public int MaxHealth { get; private set; } = 100;
public int CurrentHealth { get; private set; } = 100;
public int MaxMana { get; private set; } = 50;
public int CurrentMana { get; private set; } = 50;
public int Strength { get; private set; } = 10;
// Events for health/mana changes
public event Action<int, int> HealthChanged;
public event Action<int, int> ManaChanged;
public void TakeDamage(int damageAmount)
{
CurrentHealth -= damageAmount;
CurrentHealth = Mathf.Clamp(CurrentHealth, 0, MaxHealth);
HealthChanged?.Invoke(CurrentHealth, MaxHealth);
if (CurrentHealth == 0)
{
// Handle death logic
}
}
public void UseMana(int manaCost)
{
if (CurrentMana >= manaCost)
{
CurrentMana -= manaCost;
ManaChanged?.Invoke(CurrentMana, MaxMana);
}
}
// Add methods for restoring health/mana, leveling up, etc.
}
}
Inventory System
Implement a basic inventory using a list or dictionary to store items.
using System.Collections.Generic;
namespace MyGame.Inventory
{
public class Item
{
public string Name{ get; }
public string Description{ get; }
// Add item properties like type, effects, stack size
}
public class InventoryManager
{
private List<Item> items = new List<Item>();
public void AddItem(Item itemToAdd)
{
items.Add(itemToAdd);
// Trigger UI update event
}
public bool RemoveItem(Item itemToRemove)
{
bool removed = items.Remove(itemToRemove);
// Trigger UI update event
return removed;
}
public IReadOnlyList<Item> GetItems()
{
return items.AsReadOnly();
}
// Add methods for using items, equipping items, etc.
}
}
Combat System
A simplified combat logic where characters attack each other, applying damage based on stats.
using UnrealEngine.Core;
using MyGame.Components;
using System;
namespace MyGame.Combat
{
public static class CombatSystem
{
// Simple damage calculation
public static int CalculateDamage(CharacterStatsComponent attackerStats, CharacterStatsComponent defenderStats)
{
int baseDamage = attackerStats.Strength * 2;
// Add modifiers from weapons, skills, etc.
return baseDamage;
}
public static void PerformAttack(Actor attacker, Actor target)
{
CharacterStatsComponent attackerStats = attacker.GetComponentOfType<CharacterStatsComponent>();
CharacterStatsComponent targetStats = target.GetComponentOfType<CharacterStatsComponent>();
if (attackerStats != null && targetStats != null)
{
int damage = CalculateDamage(attackerStats, targetStats);
targetStats.TakeDamage(damage);
// Play attack animation, sound effects, etc.
Log.Info($"{attacker.Name} attacked {target.Name} for {damage} damage.");
}
}
}
}
Integration with Game World
These components and systems would be attached to Actors in your Unreal Engine game world. For example, a Player Character Actor might have a CharacterStatsComponent and an InventoryManager.