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

85 lines
2.1 KiB
C++

#include "FortAIController.h"
#include "FortPathFollowingComponent.h"
#include "Templates/SubclassOf.h"
void AFortAIController::WakeUp() {
}
void AFortAIController::UnregisterForGoalDetection() {
}
void AFortAIController::UnlockMovementResource() {
}
void AFortAIController::UnlockBehaviorResource() {
}
void AFortAIController::SetupCustomVIM(UClass* VIM) {
}
void AFortAIController::SetTeamInt(uint8 InTeam) {
}
void AFortAIController::SetTeam(TEnumAsByte<EFortTeam::Type> InTeam) {
}
void AFortAIController::SetPawnAIType(EFortressAIType NewAIType, AActor* SpawnSpot) {
}
void AFortAIController::SetIsSleeping(bool bNewSleepStatus) {
}
void AFortAIController::SetGoalActor(AActor* InActor, bool bLocationAlwaysKnown) {
}
void AFortAIController::SetFullPeripheralVision(bool bNewFullPeripheralVision) {
}
void AFortAIController::SetAlwaysGameplayRelevant(bool bInAlwaysGameplayRelevant) {
}
void AFortAIController::OnBuildingActorGoalDestroyed() {
}
void AFortAIController::LockMovementResource() {
}
void AFortAIController::LockBehaviorResource() {
}
bool AFortAIController::IsIgnoringProximity(AFortAIController* FortAIController) {
return false;
}
bool AFortAIController::IsAllowedToSleep() {
return false;
}
void AFortAIController::IgnoreProximityForDuration(float DurationToIgnore) {
}
AActor* AFortAIController::GetGoalActor() const {
return NULL;
}
UFortAIEncounterInfo* AFortAIController::GetEncounterInfo() const {
return NULL;
}
bool AFortAIController::CreateBuildingActor(TSubclassOf<ABuildingSMActor> BuildingClass, FVector BuildLoc, FRotator BuildRot, bool bMirrored) {
return false;
}
AFortAIController::AFortAIController() {
this->bUsingNavMesh = false;
this->bAlwaysNotifyBumpWall = false;
this->bInstantRotation = false;
this->bTurnTransitionsEnabled = true;
// this->FortPathFollowingComp = CreateDefaultSubobject<UFortPathFollowingComponent>(TEXT("PathFollowingComponent"));
this->GoalInfoUpdateRate = 0.25f;
this->GoalActor = NULL;
this->GoalVisibilityPersistanceTime = 1.00f;
this->MyFortPawn = NULL;
}