#include "FortObjectiveBase.h" #include "FortMissionTimerComponent.h" #include "Net/UnrealNetwork.h" void AFortObjectiveBase::UnpauseObjectiveTimer() { } void AFortObjectiveBase::StopObjective(EFortObjectiveStatus Status, const FString& Description, UFortBadgeItemDefinition* ExtraBadgeToGrant) { } bool AFortObjectiveBase::StartPlayingObjective() { return false; } void AFortObjectiveBase::SetUIVisibilityOverride(EFortMissionVisibilityOverride InVisibilityOverride) { } void AFortObjectiveBase::SetUiVisibility(bool bInIsObjectiveVisible) { } void AFortObjectiveBase::SetObjectiveTimer(const FString& FunctionName, float TimerLength, bool bStartPaused) { } void AFortObjectiveBase::PauseObjectiveTimer() { } void AFortObjectiveBase::OnRep_ObjectiveVisibilityOverride() { } void AFortObjectiveBase::OnRep_ObjectiveStatus() { } void AFortObjectiveBase::OnRep_bIsObjectiveVisible() { } bool AFortObjectiveBase::IsRelevantToTeam(uint8 Team) const { return false; } bool AFortObjectiveBase::IsRelevantToASpecificTeam() const { return false; } bool AFortObjectiveBase::IsObjectiveTimerPaused() const { return false; } void AFortObjectiveBase::GrantRewardsByTag(const FGameplayTag RewardTag, TEnumAsByte RewardType) { } UFortMissionTimerComponent* AFortObjectiveBase::GetTimerComponent() const { return NULL; } void AFortObjectiveBase::GetRewardItemsByTag(const FGameplayTag RewardTag, TArray& OutRewardItems) { } float AFortObjectiveBase::GetObjectiveTimerTimeRemaining() const { return 0.0f; } FText AFortObjectiveBase::GetObjectiveDisplayString() const { return FText::GetEmpty(); } FGuid AFortObjectiveBase::GetMissionGuid() const { return FGuid{}; } AFortMission* AFortObjectiveBase::GetMission() const { return NULL; } void AFortObjectiveBase::EnableTick(bool bEnabled) { } void AFortObjectiveBase::ClearObjectiveTimer() { } void AFortObjectiveBase::AttemptMissionSave(const FString& OptionalSaveName) { } void AFortObjectiveBase::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortObjectiveBase, ObjectiveHandle); DOREPLIFETIME(AFortObjectiveBase, bIsObjectiveVisible); DOREPLIFETIME(AFortObjectiveBase, VisibilityOverride); DOREPLIFETIME(AFortObjectiveBase, bIsProgressBarHidden); DOREPLIFETIME(AFortObjectiveBase, ObjectiveAudiblity); DOREPLIFETIME(AFortObjectiveBase, ObjectiveStatus); } AFortObjectiveBase::AFortObjectiveBase() { this->ObjectiveRewardBadge = NULL; this->bStartPlayingOnMissionStart = true; this->bAcceptsMissionEventsWhenFinished = false; this->MissionRequirement = EFortObjectiveRequirement::Optional; this->bIsObjectiveVisible = true; this->VisibilityOverride = EFortMissionVisibilityOverride::Max_None; this->bIsProgressBarHidden = false; this->ObjectiveAudiblity = EFortMissionAudibility::UseVisibility; this->bRelevantToSpecificTeam = false; this->RelevantTeam = EFortTeam::HumanCampaign; this->ObjectiveStatus = EFortObjectiveStatus::Created; this->TimerComponent = CreateDefaultSubobject(TEXT("TimerComponent0")); }