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

62 lines
2.2 KiB
C++

#include "FortAIEncounterSequence.h"
void UFortAIEncounterSequence::StopCurrentEncounter() {
}
UFortAIEncounterInfo* UFortAIEncounterSequence::StartCurrentEncounterWithSavedData(EFortEncounterSequenceResult& OutRequestResult, int32 ActivationDelay) {
return NULL;
}
UFortAIEncounterInfo* UFortAIEncounterSequence::StartCurrentEncounter(EFortEncounterSequenceResult& OutRequestResult, const TArray<AActor*>& InTargetActors, UFortAIAssignmentSettings* InAssignmentSettings, FEncounterEnvironmentQueryInfo InOverrideEnvironmentQueryInfo, AActor* InOptionalQueryActor, FGameplayTagContainer InInjectedTags, FFortEncounterSettings InEncounterSettings, int32 ActivationDelay) {
return NULL;
}
void UFortAIEncounterSequence::SetEncounterStartingData(const TArray<AActor*>& InTargetActors, UFortAIAssignmentSettings* InAssignmentSettings, FEncounterEnvironmentQueryInfo InOverrideEnvironmentQueryInfo, AActor* InOptionalQueryActor, FGameplayTagContainer InInjectedTags, FFortEncounterSettings InEncounterSettings) {
}
EFortEncounterSequenceResult UFortAIEncounterSequence::Previous() {
return EFortEncounterSequenceResult::Success;
}
EFortEncounterSequenceResult UFortAIEncounterSequence::Next() {
return EFortEncounterSequenceResult::Success;
}
EFortEncounterSequenceResult UFortAIEncounterSequence::Last() {
return EFortEncounterSequenceResult::Success;
}
bool UFortAIEncounterSequence::IsOnFinalIndexInSequence() const {
return false;
}
bool UFortAIEncounterSequence::HasEncounter() const {
return false;
}
int32 UFortAIEncounterSequence::GetNumEncountersInSequence() const {
return 0;
}
int32 UFortAIEncounterSequence::GetEncounterIndexInSequence() const {
return 0;
}
UFortAIEncounterInfo* UFortAIEncounterSequence::GetCurrentEncounter() const {
return NULL;
}
bool UFortAIEncounterSequence::EncounterBelongsToSequence(UFortAIEncounterInfo* InEncounter) const {
return false;
}
UFortAIEncounterSequence::UFortAIEncounterSequence() {
this->CurrentEncounterIndexInSequence = 0;
this->CurrentEncounter = NULL;
this->AssociatedAIDirector = NULL;
this->AssociatedMission = NULL;
this->AssignmentSettings = NULL;
this->OptionalQueryActor = NULL;
}