#include "DeployableBasePlot.h" #include "Components/BoxComponent.h" #include "Components/SceneComponent.h" #include "Net/UnrealNetwork.h" void ADeployableBasePlot::SetContextComponent(UPrimitiveComponent* ContextComponent) { } void ADeployableBasePlot::OnRep_OccupantNetID() { } void ADeployableBasePlot::OnRep_CurrentBuildingState() { } void ADeployableBasePlot::OnRep_BuildableSpaceExpansionVector() { } void ADeployableBasePlot::OnCurrentBuildingStateSet_Implementation(EDeployableBaseBuildingState InCurrentBuildingState) { } void ADeployableBasePlot::OnBuildingStateTransition_Implementation(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState) { } bool ADeployableBasePlot::IsOccupied() const { return false; } bool ADeployableBasePlot::IsOccupant(const FUniqueNetIdRepl& UserId) const { return false; } bool ADeployableBasePlot::IsBuildingActorWithinBuildableSpace(const ABuildingActor* ActorToCheck, const FVector& GridLocation) const { return false; } void ADeployableBasePlot::HandleBuildingStateTransition_Implementation(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState) { } AFortPlayerStart* ADeployableBasePlot::GetPlayerStart() { return NULL; } FUniqueNetIdRepl ADeployableBasePlot::GetOccupantNetID() const { return FUniqueNetIdRepl{}; } int32 ADeployableBasePlot::GetNumOfItemsInPlot() const { return 0; } void ADeployableBasePlot::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ADeployableBasePlot, OccupantNetID); DOREPLIFETIME(ADeployableBasePlot, CurrentBuildingState); DOREPLIFETIME(ADeployableBasePlot, PlotInventory); DOREPLIFETIME(ADeployableBasePlot, BuildableSpaceExpansionVector); DOREPLIFETIME(ADeployableBasePlot, BuildableAreasStructuralSupportBoxesArray); } ADeployableBasePlot::ADeployableBasePlot() { this->OccupantDeployableBaseRecord = NULL; // this->BuildableSpaceComponent = CreateDefaultSubobject(TEXT("BuildableSpaceComponent")); this->SavableSpaceComponent = CreateDefaultSubobject(TEXT("SavableSpaceComponent")); this->EntirePlotSpaceComponent = CreateDefaultSubobject(TEXT("EntirePlotSpaceComponent")); this->SpawnOffsetComponent = CreateDefaultSubobject(TEXT("SceneComponent")); // this->BuildableAreasArray[0] = CreateDefaultSubobject(TEXT("BuildableSpaceComponent")); //this->BuildableAreasArray[1] = CreateDefaultSubobject(TEXT("BuildableSpaceComponent")); //this->BuildableAreasArray[2] = CreateDefaultSubobject(TEXT("BuildableSpaceComponent")); this->DeployableBaseCore = NULL; this->bDirty = false; this->bDirtiedSinceLastWriteToBuffer = false; this->bCloudFileSavedSinceLastCloudItemUpdate = false; this->CurrentBuildingState = EDeployableBaseBuildingState::Unoccupied; this->GoalBuildingState = EDeployableBaseBuildingState::Empty; this->PlotInventory = NULL; this->DeferredActorIdxToResumeAt = 0; this->NumActorsFromRecordDestroyed = 0; this->MaxActorsToCreatePerBuildingCall = 5; this->MaxActorsToDestroyPerDestroyCall = 5; this->DelayBetweenActorRecordBuilding = 2.00f; this->DelayBetweenActorRecordDestroying = 2.00f; this->PlayerStart = NULL; this->ConstructionTimeEffect = NULL; }