#include "BuildingPropAtlas.h" void ABuildingPropAtlas::StopRingSpinning() { } void ABuildingPropAtlas::SetupAnimationTransition(UMaterialInstanceDynamic* Mid, FName ParamName, float InTransitionTime) { } void ABuildingPropAtlas::SetupAnimationSpeed(float InActivationTime, float InTotalDefenseTime, float InAnimSpeedStart, float InAnimSpeedEnd) { } void ABuildingPropAtlas::RestoreRingsHierarchy() { } void ABuildingPropAtlas::PlayRingsReset(float AnimDuration) { } void ABuildingPropAtlas::PlayRingSpinning(const FRotator& Ring1RateMin, const FRotator& Ring1RateMax, const FRotator& Ring2Rate, const FRotator& Ring3Rate) { } void ABuildingPropAtlas::PlayRingsIdleLoop(float AnimDuration, float Ring1ZOffset) { } void ABuildingPropAtlas::PlayRingDamage(float DurationMin, float DurationMax, float MagnitudeMin, float MagnitudeMax) { } void ABuildingPropAtlas::InitializeRings(UPrimitiveComponent* InRing1Comp, UPrimitiveComponent* InRing2Comp, UPrimitiveComponent* InRing3Comp) { } void ABuildingPropAtlas::InitializeAudio(UAudioComponent* InPortalLoopingComp) { } float ABuildingPropAtlas::GetDefenseProgress() const { return 0.0f; } float ABuildingPropAtlas::GetDefenseAnimSpeed() const { return 0.0f; } ABuildingPropAtlas::ABuildingPropAtlas() { this->Ring1Comp = NULL; this->Ring2Comp = NULL; this->Ring3Comp = NULL; this->RingTransitionMID = NULL; this->PortalAudioComp = NULL; }