mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
87 lines
3.4 KiB
C++
87 lines
3.4 KiB
C++
#include "DeployableBasePlot.h"
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#include "Components/BoxComponent.h"
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#include "Components/SceneComponent.h"
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#include "Net/UnrealNetwork.h"
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void ADeployableBasePlot::SetContextComponent(UPrimitiveComponent* ContextComponent) {
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}
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void ADeployableBasePlot::OnRep_OccupantNetID() {
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}
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void ADeployableBasePlot::OnRep_CurrentBuildingState() {
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}
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void ADeployableBasePlot::OnRep_BuildableSpaceExpansionVector() {
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}
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void ADeployableBasePlot::OnCurrentBuildingStateSet_Implementation(EDeployableBaseBuildingState InCurrentBuildingState) {
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}
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void ADeployableBasePlot::OnBuildingStateTransition_Implementation(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState) {
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}
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bool ADeployableBasePlot::IsOccupied() const {
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return false;
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}
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bool ADeployableBasePlot::IsOccupant(const FUniqueNetIdRepl& UserId) const {
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return false;
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}
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bool ADeployableBasePlot::IsBuildingActorWithinBuildableSpace(const ABuildingActor* ActorToCheck, const FVector& GridLocation) const {
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return false;
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}
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void ADeployableBasePlot::HandleBuildingStateTransition_Implementation(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState) {
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}
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AFortPlayerStart* ADeployableBasePlot::GetPlayerStart() {
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return NULL;
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}
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FUniqueNetIdRepl ADeployableBasePlot::GetOccupantNetID() const {
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return FUniqueNetIdRepl{};
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}
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int32 ADeployableBasePlot::GetNumOfItemsInPlot() const {
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return 0;
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}
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void ADeployableBasePlot::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ADeployableBasePlot, OccupantNetID);
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DOREPLIFETIME(ADeployableBasePlot, CurrentBuildingState);
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DOREPLIFETIME(ADeployableBasePlot, PlotInventory);
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DOREPLIFETIME(ADeployableBasePlot, BuildableSpaceExpansionVector);
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DOREPLIFETIME(ADeployableBasePlot, BuildableAreasStructuralSupportBoxesArray);
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}
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ADeployableBasePlot::ADeployableBasePlot() {
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this->OccupantDeployableBaseRecord = NULL;
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// this->BuildableSpaceComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("BuildableSpaceComponent"));
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this->SavableSpaceComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("SavableSpaceComponent"));
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this->EntirePlotSpaceComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("EntirePlotSpaceComponent"));
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this->SpawnOffsetComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComponent"));
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// this->BuildableAreasArray[0] = CreateDefaultSubobject<UBoxComponent>(TEXT("BuildableSpaceComponent"));
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//this->BuildableAreasArray[1] = CreateDefaultSubobject<UBoxComponent>(TEXT("BuildableSpaceComponent"));
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//this->BuildableAreasArray[2] = CreateDefaultSubobject<UBoxComponent>(TEXT("BuildableSpaceComponent"));
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this->DeployableBaseCore = NULL;
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this->bDirty = false;
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this->bDirtiedSinceLastWriteToBuffer = false;
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this->bCloudFileSavedSinceLastCloudItemUpdate = false;
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this->CurrentBuildingState = EDeployableBaseBuildingState::Unoccupied;
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this->GoalBuildingState = EDeployableBaseBuildingState::Empty;
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this->PlotInventory = NULL;
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this->DeferredActorIdxToResumeAt = 0;
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this->NumActorsFromRecordDestroyed = 0;
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this->MaxActorsToCreatePerBuildingCall = 5;
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this->MaxActorsToDestroyPerDestroyCall = 5;
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this->DelayBetweenActorRecordBuilding = 2.00f;
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this->DelayBetweenActorRecordDestroying = 2.00f;
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this->PlayerStart = NULL;
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this->ConstructionTimeEffect = NULL;
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}
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