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utad-ui/README.md
2025-10-12 23:43:22 +02:00

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# U-Tad UI Project
**English** | **[Leer en Español](README-es.md)**
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## Skill Tree System Implementation
### Overview
A complete skill tree system with node-based progression, prerequisite validation, visual connection lines, and data-driven configuration.
![Overview 1](Docs/Images/Overview_1.png)
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## Architecture: Blueprint Decision
### Blueprint Implementation
**Components:** `WBP_SkillTree`, `WBP_SkillNode`, `WBP_SkillNodeTooltip`
**Reasoning:**
- **Iteration speed**: UI layout and styling require rapid visual iteration
- **Designer-friendly**: Artists/designers can modify UI without C++ knowledge
![Decision Blueprint 1](Docs/Images/DecisionBlueprint_1.png)
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## Core Systems
### 1. Data Layer (`SkillTreeTypes.h`)
**Structures:**
- `FSkillNodeData`: Skill definition row for skill data table (name, cost, prerequisites, effects, starting flag)
- `FSkillNodeRuntime`: Runtime state wrapper
- `ESkillNodeState`: State enum (Locked, Available, Selected, Purchased)
**Decision**: Data Table-driven design allows non-programmers to configure skills without recompiling.
![Data Layer 1](Docs/Images/DataLayer_1.png)
### 2. Logic Layer (`SkillTreeComponent`)
**Responsibilities:**
- Skill tree initialization from DataTable
- State management (prerequisites, affordability checks)
- Selection validation and purchase confirmation
- Starting skills auto-purchase
- Skill point management
- Effect application hooks
**Key Features:**
- **Purchase order sorting**: Ensures prerequisites are purchased before dependents
- **Cascade deselection**: Removing a prerequisite deselects dependent skills
- **Starting skills**: Marked in DataTable, auto-purchased at init, preserved on reset
- **Stat aggregation**: Provides `GetTotal[Stat]Bonus()` functions to sum all purchased skills' bonuses
### 3. Stats Integration Layer (`CharacterStatsComponent`)
**Responsibilities:**
- Automatic stat calculation from purchased skills
- Character stat management (Health, Damage, Speed)
- Real-time updates when skills are purchased
- Movement speed integration
**How it works:**
- Finds SkillTreeComponent on same actor at BeginPlay
- Listens to `OnSkillPurchased` event
- Iterates all purchased skills, sums flat + percentage bonuses
- Applies formula: `FinalStat = Base + FlatBonus + (Base * PercentBonus / 100)`
- Auto-updates CharacterMovementComponent speed
- Broadcasts stat change events for UI updates
**Decision**: Separate stats component keeps concerns separated - SkillTreeComponent handles progression, CharacterStatsComponent handles stat application. Makes both reusable independently.
### 4. Visualization Layer (`SkillTreeConnectionsWidget`)
**Responsibilities:**
- Automatic line drawing between prerequisite nodes (You only need to place nodes in the UI!)
- Dynamic line coloring based on skill states
- Event-driven refresh on state changes
**Technical Approach:**
- **Generic search**: Works with any widget hierarchy so designers/artist are not limited when creating the skill tree widget (Canvas, Overlay, Grid)
- **NativePaint override**: Direct Slate rendering for performance
- **Delegate binding**: Auto-refreshes when skills change state
**Decision**: Single self-contained widget eliminates manual line management and Blueprint complexity.
<p align="center">
<img src="Docs/Images/Lines_1.png" alt="Lines 1" width="45%"/>
<img src="Docs/Images/Lines_2.png" alt="Lines 1" width="45%"/>
</p>
### 5. UI Layer (Blueprints)
**WBP_SkillNode & WBP_SkillNodeTooltip:**
- Displays skill icon, state, cost
- Handles click events (select/deselect)
- Stores SkillID for runtime lookup
- Custom tooltip support to display skill details
- Real time state updates via event binding allows real-time visual feedback
**WBP_SkillTree:**
- Contains manually-placed skill nodes
- References SkillTreeComponent
- Hosts SkillTreeConnectionsWidget which draws lines between nodes automatically
- Binds to component events for UI updates
**Decision**: Manual node placement allows custom layouts (linear, radial, branching) per designer preference.
---
## Key Design Decisions
### 1. Skill prerequisites in DataTable
**Alternative**: Hard-coded in C++ or DataAssets references
**Chosen**: DataTable array
**Reason**: Designers can modify skill dependencies without programmer intervention and without recompiling
### 2. Component vs Subsystem
**Alternative**: Game Instance Subsystem
**Chosen**: Actor Component
**Reason**: Supports multiple skill trees per player (e.g., combat tree, crafting tree) and easier save/load integration
### 3. Single Connections Widget
**Alternative**: Individual line widgets per connection with manual management
**Chosen**: One widget draws all lines automatically
**Reason**: Eliminates array management, better performance, automatic coordinate handling
### 4. Separate Stats Component
**Alternative**: Apply stats directly in SkillTreeComponent
**Chosen**: Separate CharacterStatsComponent
**Reason**: Separation of concerns - SkillTreeComponent is reusable for any progression system, CharacterStatsComponent specifically handles character stats. Allows skill trees without stat bonuses, or stats without skill trees.
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## Technical Highlights
- **Event-driven architecture**: Component broadcasts state changes, UI responds automatically
- **State machine validation**: Prevents invalid transitions (e.g., can't select locked skills)
- **Automatic stat application**: CharacterStatsComponent listens to skill purchases, recalculates stats, applies to character
- **Geometry-aware rendering**: Lines adapt to any widget positioning system
- **Data-driven configuration**: Zero code changes and no need to compile for new skills or tree layouts
- **Reset functionality**: Refunds non-starting skills, maintains starting points
- **Modular design**: Skill progression, stats, and visualization are independent