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

190 lines
7.9 KiB
C++

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