#include "FortTimeOfDayManager.h" #include "Components/DirectionalLightComponent.h" #include "Components/ExponentialHeightFogComponent.h" #include "Particles/ParticleSystemComponent.h" #include "Components/PostProcessComponent.h" #include "Components/SkyLightComponent.h" #include "Components/StaticMeshComponent.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void AFortTimeOfDayManager::ToggleSkipNight() { } void AFortTimeOfDayManager::ToggleDebugForceStormEffects() { } void AFortTimeOfDayManager::SetUseSpecificTimeOfDayEditing(bool bShouldUseSpecificTimeOfDay) { } void AFortTimeOfDayManager::SetTimeOfDaySpeedFloat(float InTimeOfDaySpeed) { } void AFortTimeOfDayManager::SetTimeOfDaySpeed(float TimeOfDaySpeedFactor) { } void AFortTimeOfDayManager::SetTimeOfDayManagerVisibility(bool bVisible) { } void AFortTimeOfDayManager::SetTimeOfDayInHours(float TimeOfDayInHours) { } void AFortTimeOfDayManager::SetTimeOfDayFloat(float TimeOfDayInHours) { } void AFortTimeOfDayManager::SetTimeOfDayAbsoluteSpeed(float NewTimeOfDaySpeed) { } void AFortTimeOfDayManager::SetTimeOfDay(const FString& NewTimeOfDay) { } void AFortTimeOfDayManager::SetStormStrength(float NewStormStrength) { } void AFortTimeOfDayManager::SetSpecificTimeOfDayInEditor(float NewTimeOfDayInEditor) { } void AFortTimeOfDayManager::SetFogDirectionalInscatteringMultiplier(float NewFogDirectionalInscatteringMultiplier) { } void AFortTimeOfDayManager::SetDirectionalLightColorMultiplier(float NewDirectionalLightColorMultiplier) { } void AFortTimeOfDayManager::SetDayPhase(const FString& DayPhase) { } void AFortTimeOfDayManager::RemoveLightAndFogPhaseSettingOverrideMulticast_Implementation(EFortDayPhase DayPhase, float BlendOutLength) { } void AFortTimeOfDayManager::RemoveLightAndFogPhaseSettingOverride(EFortDayPhase DayPhase, float BlendOutLength) { } void AFortTimeOfDayManager::OnRep_TimeOfDayInit() { } void AFortTimeOfDayManager::OnRep_TimeOfDay() { } void AFortTimeOfDayManager::OnRep_HeightFogEnabled() { } FExponentialHeightFogValues AFortTimeOfDayManager::MakeExponentialHeightFogValues(float FogDensity, float FogHeightFalloff, float FogMaxOpacity, float StartDistance, float DirectionalInscatteringExponent, float DirectionalInscatteringStartDistance, FLinearColor DirectionalInscatteringColor, FLinearColor FogInscatteringColor, float VolumetricFogScatteringDistribution, float VolumetricFogExtinctionScale, float VolumetricFogDistance) { return FExponentialHeightFogValues{}; } AFortTimeOfDayManager* AFortTimeOfDayManager::GetTimeOfDayManagerFromContext(UObject* WorldContextObject) { return NULL; } TArray AFortTimeOfDayManager::GetThreatClouds() const { return TArray(); } float AFortTimeOfDayManager::GetStormStrength() const { return 0.0f; } EFortDayPhase AFortTimeOfDayManager::GetPreviousDayPhase() const { return EFortDayPhase::Morning; } void AFortTimeOfDayManager::FFToTimeOfDay(float FastForwardTime, float FastForwardSpeed) { } void AFortTimeOfDayManager::FastForwardToTime_ByDuration(float FastForwardTimeOfDay, float FastForwardDuration, float RestoreSpeed) { } void AFortTimeOfDayManager::FastForwardToTime(float FastForwardTimeOfDay, float FastForwardSpeed, float RestoreSpeed) { } void AFortTimeOfDayManager::EndBlendLightAndFogPhaseSettingOverride() { } void AFortTimeOfDayManager::BreakExponentialHeightFogValues(FExponentialHeightFogValues HeightFogValues, float& FogDensity, float& FogHeightFalloff, float& FogMaxOpacity, float& StartDistance, float& DirectionalInscatteringExponent, float& DirectionalInscatteringStartDistance, FLinearColor& DirectionalInscatteringColor, FLinearColor& FogInscatteringColor, float& VolumetricFogScatteringDistribution, float& VolumetricFogExtinctionScale, float& VolumetricFogDistance) { } void AFortTimeOfDayManager::BlendLightAndFogPhaseSettingOverride(float Alpha) { } void AFortTimeOfDayManager::AddLightAndFogPhaseSettingOverrideMulticast_Implementation(EFortDayPhase DayPhase, TSubclassOf DayPhaseInfoOverride, float BlendInLength) { } void AFortTimeOfDayManager::AddLightAndFogPhaseSettingOverride(EFortDayPhase DayPhase, TSubclassOf DayPhaseInfoOverride, float BlendInLength) { } void AFortTimeOfDayManager::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortTimeOfDayManager, TimeOfDay); DOREPLIFETIME(AFortTimeOfDayManager, TimeOfDayReplicated); DOREPLIFETIME(AFortTimeOfDayManager, TimeOfDaySpeed); DOREPLIFETIME(AFortTimeOfDayManager, bTimeStarted); DOREPLIFETIME(AFortTimeOfDayManager, bHeightFogEnabled); } AFortTimeOfDayManager::AFortTimeOfDayManager() { this->TimeOfDay = 6.00f; this->TimeOfDayReplicated = 6.00f; this->CurrentDayNightPhase = EFortDayPhase::Day; this->TransitionFromPhase = EFortDayPhase::Day; this->TransitionToPhase = EFortDayPhase::Day; this->TransitionBlendPercent = 0.00f; this->DefaultTimeOfDaySpeed = 60.00f; this->StartTimeOfDayInGame = 6.00f; this->TimeOfDaySpeed = 60.00f; this->MaxTimeOfDayAccumulationFactor = 5.00f; this->TimeOfDayAccumulator = 0.00f; this->BasePostProcessMaterial = NULL; this->bBasePostProcessMaterialDisabledInBROnly = true; this->PostProcessMaterialMID = NULL; this->bHasClonedPPVs = 0; this->bSkipNight = false; this->bUsePerDayPhaseSkylightCubemaps = false; this->bTimeStarted = false; this->bHeightFogEnabled = false; this->bBaseHeightFogOnAltitude = true; this->HeightFogZOffset = 0.00f; this->SunObjectDivergencePower = 5.00f; this->DistanceToSunOrMoon = 7920000.00f; this->bStartInvisible = false; this->DirectionalLightComponent = CreateDefaultSubobject(TEXT("DayNightDirectionalLightComponent")); this->ActiveHeightFogComponent = CreateDefaultSubobject(TEXT("ActiveHeightFogComponent")); this->DayPhaseChangeEventParams = NULL; this->LightAndFogPhaseSettingOverrides[0] = NULL; this->LightAndFogPhaseSettingOverrides[1] = NULL; this->LightAndFogPhaseSettingOverrides[2] = NULL; this->LightAndFogPhaseSettingOverrides[3] = NULL; this->bBlendingInLightAndFogOverrides = false; this->bBlendingOutLightAndFogOverrides = false; this->BlendingOutLightAndFogOverridesDayPhase = EFortDayPhase::NumPhases; this->LightAndFogOverridesFadeTime = 0.00f; this->CurrentLightAndFogBlendValue = 0.00f; this->MorningPostProcessComponent = CreateDefaultSubobject(TEXT("MorningPostProcessComponent")); this->DayPostProcessComponent = CreateDefaultSubobject(TEXT("DayPostProcessComponent")); this->EveningPostProcessComponent = CreateDefaultSubobject(TEXT("EveningPostProcessComponent")); this->NightPostProcessComponent = CreateDefaultSubobject(TEXT("NightPostProcessComponent")); this->MaterialParameterCollection = NULL; this->SunMesh = NULL; this->MoonMesh = NULL; this->SunScale = 1760.00f; this->MoonScale = 6160.00f; this->SkyDomeMaterial = NULL; this->StarMapMaterial = NULL; this->CloudMaskTexture = NULL; this->bUseStormValues = true; this->StormMaterialInst = NULL; this->SkyLightComp = CreateDefaultSubobject(TEXT("SkyLightComponent")); this->RainParticleSystemComp = CreateDefaultSubobject(TEXT("RainParticleSystemComponent")); this->SunOrMoonMeshComp = CreateDefaultSubobject(TEXT("SunMeshComponent")); this->SkyDomeMeshComp = CreateDefaultSubobject(TEXT("SkyDomeMeshComp")); this->StarMapMeshComp = CreateDefaultSubobject(TEXT("StarMapMeshComponent")); this->ActiveSkyBoxMat = NULL; this->StarMapMID = NULL; this->StormStrength = 0.00f; }