mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
175 lines
4.5 KiB
C++
175 lines
4.5 KiB
C++
#include "AIHotSpot.h"
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#include "Components/BillboardComponent.h"
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#include "NavFilters/RecastFilter_UseDefaultArea.h"
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void AAIHotSpot::SetEnabled(bool bEnabled) {
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}
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int32 AAIHotSpot::RemoveGroupFromHotspot(TArray<AAIController*> GroupOfAI) {
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return 0;
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}
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bool AAIHotSpot::RemoveFromHotspot(AAIController* AI, bool bAssignFromWaitingList) {
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return false;
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}
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void AAIHotSpot::OnSlotOccupied_Implementation(AAIController* AI, int32 Index, int32 UserId) {
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}
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void AAIHotSpot::OnSlotFreed_Implementation(AAIController* AI, int32 Index, int32 UserId) {
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}
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void AAIHotSpot::OnSlotEnabled_Implementation(int32 Index, int32 UserId) {
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}
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void AAIHotSpot::OnSlotDisabled_Implementation(int32 Index, int32 UserId) {
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}
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void AAIHotSpot::OnSlotClaimed_Implementation(AAIController* AI, int32 Index, int32 UserId) {
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}
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void AAIHotSpot::OnSlotBlocked_Implementation(AAIController* AI, int32 Index, int32 UserId) {
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}
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void AAIHotSpot::OnRemovedSlotlessBehavior_Implementation(AAIController* AI, bool bIsClamingSlot) {
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}
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void AAIHotSpot::OnRemovedBehavior_Implementation(AAIController* AI, int32 Index, int32 UserId, EAIHotSpotSlot PrevState, bool bWasOnWaitingList) {
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}
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void AAIHotSpot::OnMoveToSlotFinished_Implementation(AAIController* AI, int32 Index, int32 UserId, bool bResult) {
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}
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void AAIHotSpot::OnHotSpotEnabled_Implementation() {
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}
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void AAIHotSpot::OnHotSpotDisabled_Implementation() {
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}
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bool AAIHotSpot::OnAssignedSlotlessBehavior_Implementation(AAIController* AI) {
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return false;
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}
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bool AAIHotSpot::OnAssignedOccupiedBehavior_Implementation(AAIController* AI, int32 Index, int32 UserId) {
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return false;
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}
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bool AAIHotSpot::OnAssignedClaimedBehavior_Implementation(AAIController* AI, int32 Index, int32 UserId, bool bWasOnWaitingList) {
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return false;
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}
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bool AAIHotSpot::OccupySlotByIndex(int32 Index) {
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return false;
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}
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bool AAIHotSpot::IsSlotlessAssignmentAllowed() const {
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return false;
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}
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bool AAIHotSpot::IsEnabled() const {
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return false;
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}
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bool AAIHotSpot::IsAIAllowed_Implementation(const AAIController* AI) const {
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return false;
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}
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bool AAIHotSpot::HasEnabledSlots() const {
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return false;
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}
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bool AAIHotSpot::HasAssignedAI(const AAIController* AI, EAIHotSpotAssignmentFilter Filter) const {
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return false;
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}
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int32 AAIHotSpot::GetSlotUserIdByIndex(int32 Index) const {
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return 0;
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}
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EAIHotSpotSlot AAIHotSpot::GetSlotStateByOwner(const AAIController* AIOwner) const {
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return EAIHotSpotSlot::Free;
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}
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EAIHotSpotSlot AAIHotSpot::GetSlotStateByIndex(int32 Index) const {
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return EAIHotSpotSlot::Free;
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}
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FRotator AAIHotSpot::GetSlotRotationByIndex(int32 Index) const {
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return FRotator{};
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}
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AAIController* AAIHotSpot::GetSlotOwnerByIndex(int32 Index) const {
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return NULL;
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}
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FVector AAIHotSpot::GetSlotLocationByIndex(int32 Index) const {
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return FVector{};
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}
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int32 AAIHotSpot::GetSlotIndexByOwner(const AAIController* AIOwner) const {
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return 0;
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}
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int32 AAIHotSpot::GetSlotCount(EAIHotSpotSlotFilter Filter) const {
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return 0;
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}
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UAIHotSpotSlot* AAIHotSpot::GetSlotByOwner(const AAIController* AIOwner) const {
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return NULL;
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}
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UAIHotSpotSlot* AAIHotSpot::GetSlotByIndex(int32 Index) const {
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return NULL;
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}
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int32 AAIHotSpot::GetAssignedAICount(EAIHotSpotAssignmentFilter Filter) const {
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return 0;
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}
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TArray<AAIController*> AAIHotSpot::GetAssignedAI(EAIHotSpotAssignmentFilter Filter) const {
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return TArray<AAIController*>();
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}
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TArray<int32> AAIHotSpot::FindBestSlotIndices(TArray<AAIController*> AI) const {
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return TArray<int32>();
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}
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int32 AAIHotSpot::FindBestSlotIndex(AAIController* AI) const {
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return 0;
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}
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bool AAIHotSpot::CanUseSlotByIndex(const AAIController* AI, int32 Index) const {
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return false;
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}
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bool AAIHotSpot::AssignToSlotByIndex(AAIController* AI, int32 Index) {
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return false;
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}
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bool AAIHotSpot::AssignToHotspot(AAIController* AI) {
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return false;
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}
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int32 AAIHotSpot::AssignGroupToHotspot(TArray<AAIController*> GroupOfAI) {
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return 0;
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}
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void AAIHotSpot::AssignFromWaitingList() {
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}
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AAIHotSpot::AAIHotSpot() {
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this->SlotGenerator = NULL;
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this->FocusActor = NULL;
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this->FilterClass = URecastFilter_UseDefaultArea::StaticClass();
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this->bStartEnabled = true;
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this->bAllowSlotlessAssignment = false;
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this->bAllowClaimingMultipleSlots = false;
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this->bTrackOverlappingSlots = true;
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this->bProjectSlotsOnNavmesh = true;
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this->bCustomNavmeshSearchExtent = false;
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this->bIsEnabled = false;
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this->RenderingComponent = NULL;
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this->SpriteComponent = CreateDefaultSubobject<UBillboardComponent>(TEXT("Sprite"));
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}
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