#include "StrategicBuildingActor.h" #include "Components/BoxComponent.h" #include "Net/UnrealNetwork.h" void AStrategicBuildingActor::SetupVisibilityComponent() { } void AStrategicBuildingActor::SetupIndicators() { } void AStrategicBuildingActor::ProcessDeferredTouchActors() { } void AStrategicBuildingActor::OnRep_ConstructionProgress() { } void AStrategicBuildingActor::OnRep_bIsActive() { } void AStrategicBuildingActor::OnConstructionTickPlayEffects_Implementation(float DeltaTime, float ElapsedPct, int32 ConstructionLvl) { } void AStrategicBuildingActor::OnConstructionStartedPlayEffects_Implementation(float ServerStartTime, float ServerEndTime, float CurrentServerTime, float ElapsedPct, int32 ConstructionLvl) { } void AStrategicBuildingActor::OnConstructionEndedPlayEffects_Implementation(int32 ConstructionLevel) { } void AStrategicBuildingActor::OnActiveStatusChanged_Implementation(bool bNewActiveStatus) { } bool AStrategicBuildingActor::IsActive() const { return false; } void AStrategicBuildingActor::GiveItemFromStrategicBuildingToPlayer(AFortPlayerController* PlayerController, const UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive) { } float AStrategicBuildingActor::GetMaxLevelUnlockProgress(int32 InLevel) const { return 0.0f; } FVector AStrategicBuildingActor::GetDeathEffectsScale_Implementation() const { return FVector{}; } FRotator AStrategicBuildingActor::GetDeathEffectsRotation_Implementation() const { return FRotator{}; } FVector AStrategicBuildingActor::GetDeathEffectsLocation_Implementation() const { return FVector{}; } float AStrategicBuildingActor::GetCurrentLevelUnlockProgress(int32 InLevel) const { return 0.0f; } bool AStrategicBuildingActor::AttemptIncrementLevelUnlockProgress(int32 InLevel, float InProgressDelta) { return false; } void AStrategicBuildingActor::ApplyProximityPulseEffects() { } void AStrategicBuildingActor::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AStrategicBuildingActor, ConstructionProgress); DOREPLIFETIME(AStrategicBuildingActor, LevelProgress); DOREPLIFETIME(AStrategicBuildingActor, bIsActive); } AStrategicBuildingActor::AStrategicBuildingActor() { this->HealthBarVisibilityDistance = 2048.00f; this->HealthBarVisibilityDistanceSquared = 4194304.00f; this->TouchBoxComponent = CreateDefaultSubobject(TEXT("TouchBoxComp0")); this->StrategicBuildingCategory = EFortStrategicBuildingCategory::Defensive; this->LevelInfo.AddDefaulted(3); this->ProximityPulseInterval = 0.50f; this->DeathPenaltyAbility = NULL; this->DeathParticles = NULL; this->DeathSound = NULL; this->SpawnedFromItemDefinition = NULL; this->bIsActive = false; this->bHasGEsToApplyOnTouch = false; this->bHasGEsToApplyOnPulseTimer = false; this->VisibilityComponent = NULL; this->MiniMapIcon = NULL; }