Files
2026-04-22 15:51:07 +02:00

71 lines
2.6 KiB
C++

#include "BuildingCapturePointActor.h"
#include "Components/SphereComponent.h"
#include "Net/UnrealNetwork.h"
void ABuildingCapturePointActor::SetActivatedState(bool bInActivated) {
}
void ABuildingCapturePointActor::OnRep_ReplicatedCapturePercentage() {
}
void ABuildingCapturePointActor::OnRep_CaptureState() {
}
void ABuildingCapturePointActor::OnRep_bLocked() {
}
void ABuildingCapturePointActor::OnRep_bActivated() {
}
void ABuildingCapturePointActor::OnLeaveCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
}
void ABuildingCapturePointActor::OnEnterCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void ABuildingCapturePointActor::OnCapturePointStateChange_Implementation(ECaptureState InState, uint8 InTeam) {
}
void ABuildingCapturePointActor::OnCapturePointLockStateChange_Implementation(bool bInLocked) {
}
void ABuildingCapturePointActor::OnCapturePointActiveStateChange_Implementation(bool bInActive) {
}
ECaptureState ABuildingCapturePointActor::GetCaptureState() const {
return ECaptureState::CS_Idle;
}
void ABuildingCapturePointActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingCapturePointActor, bActivated);
DOREPLIFETIME(ABuildingCapturePointActor, bLocked);
DOREPLIFETIME(ABuildingCapturePointActor, NumCapturingPoint);
DOREPLIFETIME(ABuildingCapturePointActor, TeamCapturingPoint);
DOREPLIFETIME(ABuildingCapturePointActor, TeamOwningPoint);
DOREPLIFETIME(ABuildingCapturePointActor, CaptureState);
DOREPLIFETIME(ABuildingCapturePointActor, ReplicatedCapturePercentage);
}
ABuildingCapturePointActor::ABuildingCapturePointActor() {
this->bUseHUDIndicator = false;
this->bHUDClampToScreenEdge = true;
this->CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionSphereComponent"));
this->bActivated = true;
this->ContentionRules = EContentionRules::CR_MajorityWins;
this->PercentIncreasePerPlayerCaptor = 0.10f;
this->PercentIncreasePerAICaptor = 0.10f;
this->PercentDecreaseNoCaptor = 0.25f;
this->bLocked = false;
this->UnlockInterval = 180.00f;
this->UnlockRules = EUnlockRules::UR_Reset;
this->NumCapturingPoint = 0;
this->TeamCapturingPoint = 0;
this->TeamControllingPoint = 0;
this->TeamOwningPoint = 0;
this->CapturePercentage = 0.00f;
this->ReplicatedCapturePercentage = 0.00f;
}