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

103 lines
2.3 KiB
C++

#include "FortTheaterMapTile.h"
#include "Components/StaticMeshComponent.h"
void AFortTheaterMapTile::OnTileClicked(AActor* ClickedActor, FKey ButtonReleased) {
}
void AFortTheaterMapTile::OnSelectWrapper(bool bIsGameSessionOwner) {
}
void AFortTheaterMapTile::OnMouseOverEnd(AActor* MousedOverActor) {
}
void AFortTheaterMapTile::OnMouseOverBegin(AActor* MousedOverActor) {
}
void AFortTheaterMapTile::OnDeselectWrapper(bool bIsGameSessionOwner) {
}
bool AFortTheaterMapTile::IsTileValidForMarkedQuest(UFortQuestItem*& OutMarkedQuest) const {
return false;
}
bool AFortTheaterMapTile::IsTileSelectable() const {
return false;
}
bool AFortTheaterMapTile::IsTileQuestRecommended() const {
return false;
}
bool AFortTheaterMapTile::IsTilePlayable() const {
return false;
}
bool AFortTheaterMapTile::IsTileLocked() const {
return false;
}
bool AFortTheaterMapTile::IsTileHidden() const {
return false;
}
bool AFortTheaterMapTile::IsTeamRatingDataValid() const {
return false;
}
bool AFortTheaterMapTile::IsMissionAlertTile() const {
return false;
}
bool AFortTheaterMapTile::HasValidMissionData() const {
return false;
}
FGameDifficultyInfo AFortTheaterMapTile::GetZoneDifficulty() const {
return FGameDifficultyInfo{};
}
FGameplayTagContainer AFortTheaterMapTile::GetMissionAlertVisualTags() const {
return FGameplayTagContainer{};
}
FName AFortTheaterMapTile::GetMissionAlertCategoryName() const {
return NAME_None;
}
bool AFortTheaterMapTile::DoesTileAllowQuickplay() const {
return false;
}
AFortTheaterMapTile::AFortTheaterMapTile() {
this->bFocused = false;
this->bHostSelected = false;
this->bGoToPromptEnabled = false;
this->bHasFinishedLoading = false;
this->TileType = EFortTheaterMapTileType::Normal;
this->ZoneThemeClass = NULL;
this->TileIndex = -1;
this->RegionIndex = -1;
this->SelectionInterpSpeed = 6.00f;
this->NormalBrightness = 0.80f;
this->LockedBrightness = 0.10f;
this->FocusedBrightness = 1.00f;
this->SelectedBrightnessRange = 0.25f;
this->SelectedPulseSpeed = 10.00f;
this->bEnableBrightnessCode = true;
this->StaticMeshMaterialID = 1.00f;
this->StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComponent0"));
}