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

119 lines
3.2 KiB
C++

#include "FortObjectiveBase.h"
#include "FortMissionTimerComponent.h"
#include "Net/UnrealNetwork.h"
void AFortObjectiveBase::UnpauseObjectiveTimer() {
}
void AFortObjectiveBase::StopObjective(EFortObjectiveStatus Status, const FString& Description, UFortBadgeItemDefinition* ExtraBadgeToGrant) {
}
bool AFortObjectiveBase::StartPlayingObjective() {
return false;
}
void AFortObjectiveBase::SetUIVisibilityOverride(EFortMissionVisibilityOverride InVisibilityOverride) {
}
void AFortObjectiveBase::SetUiVisibility(bool bInIsObjectiveVisible) {
}
void AFortObjectiveBase::SetObjectiveTimer(const FString& FunctionName, float TimerLength, bool bStartPaused) {
}
void AFortObjectiveBase::PauseObjectiveTimer() {
}
void AFortObjectiveBase::OnRep_ObjectiveVisibilityOverride() {
}
void AFortObjectiveBase::OnRep_ObjectiveStatus() {
}
void AFortObjectiveBase::OnRep_bIsObjectiveVisible() {
}
bool AFortObjectiveBase::IsRelevantToTeam(uint8 Team) const {
return false;
}
bool AFortObjectiveBase::IsRelevantToASpecificTeam() const {
return false;
}
bool AFortObjectiveBase::IsObjectiveTimerPaused() const {
return false;
}
void AFortObjectiveBase::GrantRewardsByTag(const FGameplayTag RewardTag, TEnumAsByte<EFortRewardType::Type> RewardType) {
}
UFortMissionTimerComponent* AFortObjectiveBase::GetTimerComponent() const {
return NULL;
}
void AFortObjectiveBase::GetRewardItemsByTag(const FGameplayTag RewardTag, TArray<UFortWorldItemDefinition*>& OutRewardItems) {
}
float AFortObjectiveBase::GetObjectiveTimerTimeRemaining() const {
return 0.0f;
}
FText AFortObjectiveBase::GetObjectiveDisplayString() const {
return FText::GetEmpty();
}
FGuid AFortObjectiveBase::GetMissionGuid() const {
return FGuid{};
}
AFortMission* AFortObjectiveBase::GetMission() const {
return NULL;
}
void AFortObjectiveBase::EnableTick(bool bEnabled) {
}
void AFortObjectiveBase::ClearObjectiveTimer() {
}
void AFortObjectiveBase::AttemptMissionSave(const FString& OptionalSaveName) {
}
void AFortObjectiveBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortObjectiveBase, ObjectiveHandle);
DOREPLIFETIME(AFortObjectiveBase, bIsObjectiveVisible);
DOREPLIFETIME(AFortObjectiveBase, VisibilityOverride);
DOREPLIFETIME(AFortObjectiveBase, bIsProgressBarHidden);
DOREPLIFETIME(AFortObjectiveBase, ObjectiveAudiblity);
DOREPLIFETIME(AFortObjectiveBase, ObjectiveStatus);
}
AFortObjectiveBase::AFortObjectiveBase() {
this->ObjectiveRewardBadge = NULL;
this->bStartPlayingOnMissionStart = true;
this->bAcceptsMissionEventsWhenFinished = false;
this->MissionRequirement = EFortObjectiveRequirement::Optional;
this->bIsObjectiveVisible = true;
this->VisibilityOverride = EFortMissionVisibilityOverride::Max_None;
this->bIsProgressBarHidden = false;
this->ObjectiveAudiblity = EFortMissionAudibility::UseVisibility;
this->bRelevantToSpecificTeam = false;
this->RelevantTeam = EFortTeam::HumanCampaign;
this->ObjectiveStatus = EFortObjectiveStatus::Created;
this->TimerComponent = CreateDefaultSubobject<UFortMissionTimerComponent>(TEXT("TimerComponent0"));
}