mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
190 lines
7.9 KiB
C++
190 lines
7.9 KiB
C++
#include "FortTimeOfDayManager.h"
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#include "Components/DirectionalLightComponent.h"
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#include "Components/ExponentialHeightFogComponent.h"
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#include "Particles/ParticleSystemComponent.h"
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#include "Components/PostProcessComponent.h"
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#include "Components/SkyLightComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void AFortTimeOfDayManager::ToggleSkipNight() {
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}
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void AFortTimeOfDayManager::ToggleDebugForceStormEffects() {
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}
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void AFortTimeOfDayManager::SetUseSpecificTimeOfDayEditing(bool bShouldUseSpecificTimeOfDay) {
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}
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void AFortTimeOfDayManager::SetTimeOfDaySpeedFloat(float InTimeOfDaySpeed) {
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}
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void AFortTimeOfDayManager::SetTimeOfDaySpeed(float TimeOfDaySpeedFactor) {
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}
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void AFortTimeOfDayManager::SetTimeOfDayManagerVisibility(bool bVisible) {
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}
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void AFortTimeOfDayManager::SetTimeOfDayInHours(float TimeOfDayInHours) {
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}
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void AFortTimeOfDayManager::SetTimeOfDayFloat(float TimeOfDayInHours) {
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}
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void AFortTimeOfDayManager::SetTimeOfDayAbsoluteSpeed(float NewTimeOfDaySpeed) {
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}
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void AFortTimeOfDayManager::SetTimeOfDay(const FString& NewTimeOfDay) {
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}
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void AFortTimeOfDayManager::SetStormStrength(float NewStormStrength) {
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}
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void AFortTimeOfDayManager::SetSpecificTimeOfDayInEditor(float NewTimeOfDayInEditor) {
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}
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void AFortTimeOfDayManager::SetFogDirectionalInscatteringMultiplier(float NewFogDirectionalInscatteringMultiplier) {
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}
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void AFortTimeOfDayManager::SetDirectionalLightColorMultiplier(float NewDirectionalLightColorMultiplier) {
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}
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void AFortTimeOfDayManager::SetDayPhase(const FString& DayPhase) {
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}
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void AFortTimeOfDayManager::RemoveLightAndFogPhaseSettingOverrideMulticast_Implementation(EFortDayPhase DayPhase, float BlendOutLength) {
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}
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void AFortTimeOfDayManager::RemoveLightAndFogPhaseSettingOverride(EFortDayPhase DayPhase, float BlendOutLength) {
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}
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void AFortTimeOfDayManager::OnRep_TimeOfDayInit() {
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}
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void AFortTimeOfDayManager::OnRep_TimeOfDay() {
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}
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void AFortTimeOfDayManager::OnRep_HeightFogEnabled() {
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}
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FExponentialHeightFogValues AFortTimeOfDayManager::MakeExponentialHeightFogValues(float FogDensity, float FogHeightFalloff, float FogMaxOpacity, float StartDistance, float DirectionalInscatteringExponent, float DirectionalInscatteringStartDistance, FLinearColor DirectionalInscatteringColor, FLinearColor FogInscatteringColor, float VolumetricFogScatteringDistribution, float VolumetricFogExtinctionScale, float VolumetricFogDistance) {
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return FExponentialHeightFogValues{};
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}
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AFortTimeOfDayManager* AFortTimeOfDayManager::GetTimeOfDayManagerFromContext(UObject* WorldContextObject) {
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return NULL;
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}
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TArray<FThreatLocationInfo> AFortTimeOfDayManager::GetThreatClouds() const {
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return TArray<FThreatLocationInfo>();
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}
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float AFortTimeOfDayManager::GetStormStrength() const {
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return 0.0f;
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}
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EFortDayPhase AFortTimeOfDayManager::GetPreviousDayPhase() const {
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return EFortDayPhase::Morning;
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}
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void AFortTimeOfDayManager::FFToTimeOfDay(float FastForwardTime, float FastForwardSpeed) {
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}
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void AFortTimeOfDayManager::FastForwardToTime_ByDuration(float FastForwardTimeOfDay, float FastForwardDuration, float RestoreSpeed) {
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}
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void AFortTimeOfDayManager::FastForwardToTime(float FastForwardTimeOfDay, float FastForwardSpeed, float RestoreSpeed) {
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}
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void AFortTimeOfDayManager::EndBlendLightAndFogPhaseSettingOverride() {
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}
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void AFortTimeOfDayManager::BreakExponentialHeightFogValues(FExponentialHeightFogValues HeightFogValues, float& FogDensity, float& FogHeightFalloff, float& FogMaxOpacity, float& StartDistance, float& DirectionalInscatteringExponent, float& DirectionalInscatteringStartDistance, FLinearColor& DirectionalInscatteringColor, FLinearColor& FogInscatteringColor, float& VolumetricFogScatteringDistribution, float& VolumetricFogExtinctionScale, float& VolumetricFogDistance) {
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}
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void AFortTimeOfDayManager::BlendLightAndFogPhaseSettingOverride(float Alpha) {
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}
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void AFortTimeOfDayManager::AddLightAndFogPhaseSettingOverrideMulticast_Implementation(EFortDayPhase DayPhase, TSubclassOf<UFortDayPhaseInfoOverride> DayPhaseInfoOverride, float BlendInLength) {
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}
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void AFortTimeOfDayManager::AddLightAndFogPhaseSettingOverride(EFortDayPhase DayPhase, TSubclassOf<UFortDayPhaseInfoOverride> DayPhaseInfoOverride, float BlendInLength) {
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}
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void AFortTimeOfDayManager::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortTimeOfDayManager, TimeOfDay);
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DOREPLIFETIME(AFortTimeOfDayManager, TimeOfDayReplicated);
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DOREPLIFETIME(AFortTimeOfDayManager, TimeOfDaySpeed);
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DOREPLIFETIME(AFortTimeOfDayManager, bTimeStarted);
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DOREPLIFETIME(AFortTimeOfDayManager, bHeightFogEnabled);
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}
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AFortTimeOfDayManager::AFortTimeOfDayManager() {
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this->TimeOfDay = 6.00f;
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this->TimeOfDayReplicated = 6.00f;
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this->CurrentDayNightPhase = EFortDayPhase::Day;
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this->TransitionFromPhase = EFortDayPhase::Day;
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this->TransitionToPhase = EFortDayPhase::Day;
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this->TransitionBlendPercent = 0.00f;
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this->DefaultTimeOfDaySpeed = 60.00f;
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this->StartTimeOfDayInGame = 6.00f;
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this->TimeOfDaySpeed = 60.00f;
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this->MaxTimeOfDayAccumulationFactor = 5.00f;
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this->TimeOfDayAccumulator = 0.00f;
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this->BasePostProcessMaterial = NULL;
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this->bBasePostProcessMaterialDisabledInBROnly = true;
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this->PostProcessMaterialMID = NULL;
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this->bHasClonedPPVs = 0;
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this->bSkipNight = false;
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this->bUsePerDayPhaseSkylightCubemaps = false;
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this->bTimeStarted = false;
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this->bHeightFogEnabled = false;
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this->bBaseHeightFogOnAltitude = true;
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this->HeightFogZOffset = 0.00f;
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this->SunObjectDivergencePower = 5.00f;
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this->DistanceToSunOrMoon = 7920000.00f;
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this->bStartInvisible = false;
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this->DirectionalLightComponent = CreateDefaultSubobject<UDirectionalLightComponent>(TEXT("DayNightDirectionalLightComponent"));
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this->ActiveHeightFogComponent = CreateDefaultSubobject<UExponentialHeightFogComponent>(TEXT("ActiveHeightFogComponent"));
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this->DayPhaseChangeEventParams = NULL;
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this->LightAndFogPhaseSettingOverrides[0] = NULL;
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this->LightAndFogPhaseSettingOverrides[1] = NULL;
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this->LightAndFogPhaseSettingOverrides[2] = NULL;
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this->LightAndFogPhaseSettingOverrides[3] = NULL;
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this->bBlendingInLightAndFogOverrides = false;
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this->bBlendingOutLightAndFogOverrides = false;
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this->BlendingOutLightAndFogOverridesDayPhase = EFortDayPhase::NumPhases;
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this->LightAndFogOverridesFadeTime = 0.00f;
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this->CurrentLightAndFogBlendValue = 0.00f;
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this->MorningPostProcessComponent = CreateDefaultSubobject<UPostProcessComponent>(TEXT("MorningPostProcessComponent"));
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this->DayPostProcessComponent = CreateDefaultSubobject<UPostProcessComponent>(TEXT("DayPostProcessComponent"));
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this->EveningPostProcessComponent = CreateDefaultSubobject<UPostProcessComponent>(TEXT("EveningPostProcessComponent"));
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this->NightPostProcessComponent = CreateDefaultSubobject<UPostProcessComponent>(TEXT("NightPostProcessComponent"));
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this->MaterialParameterCollection = NULL;
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this->SunMesh = NULL;
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this->MoonMesh = NULL;
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this->SunScale = 1760.00f;
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this->MoonScale = 6160.00f;
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this->SkyDomeMaterial = NULL;
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this->StarMapMaterial = NULL;
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this->CloudMaskTexture = NULL;
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this->bUseStormValues = true;
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this->StormMaterialInst = NULL;
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this->SkyLightComp = CreateDefaultSubobject<USkyLightComponent>(TEXT("SkyLightComponent"));
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this->RainParticleSystemComp = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("RainParticleSystemComponent"));
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this->SunOrMoonMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("SunMeshComponent"));
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this->SkyDomeMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("SkyDomeMeshComp"));
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this->StarMapMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StarMapMeshComponent"));
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this->ActiveSkyBoxMat = NULL;
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this->StarMapMID = NULL;
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this->StormStrength = 0.00f;
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}
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