mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
92 lines
2.9 KiB
C++
92 lines
2.9 KiB
C++
#include "StrategicBuildingActor.h"
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#include "Components/BoxComponent.h"
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#include "Net/UnrealNetwork.h"
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void AStrategicBuildingActor::SetupVisibilityComponent() {
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}
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void AStrategicBuildingActor::SetupIndicators() {
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}
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void AStrategicBuildingActor::ProcessDeferredTouchActors() {
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}
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void AStrategicBuildingActor::OnRep_ConstructionProgress() {
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}
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void AStrategicBuildingActor::OnRep_bIsActive() {
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}
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void AStrategicBuildingActor::OnConstructionTickPlayEffects_Implementation(float DeltaTime, float ElapsedPct, int32 ConstructionLvl) {
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}
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void AStrategicBuildingActor::OnConstructionStartedPlayEffects_Implementation(float ServerStartTime, float ServerEndTime, float CurrentServerTime, float ElapsedPct, int32 ConstructionLvl) {
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}
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void AStrategicBuildingActor::OnConstructionEndedPlayEffects_Implementation(int32 ConstructionLevel) {
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}
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void AStrategicBuildingActor::OnActiveStatusChanged_Implementation(bool bNewActiveStatus) {
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}
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bool AStrategicBuildingActor::IsActive() const {
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return false;
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}
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void AStrategicBuildingActor::GiveItemFromStrategicBuildingToPlayer(AFortPlayerController* PlayerController, const UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive) {
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}
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float AStrategicBuildingActor::GetMaxLevelUnlockProgress(int32 InLevel) const {
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return 0.0f;
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}
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FVector AStrategicBuildingActor::GetDeathEffectsScale_Implementation() const {
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return FVector{};
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}
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FRotator AStrategicBuildingActor::GetDeathEffectsRotation_Implementation() const {
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return FRotator{};
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}
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FVector AStrategicBuildingActor::GetDeathEffectsLocation_Implementation() const {
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return FVector{};
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}
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float AStrategicBuildingActor::GetCurrentLevelUnlockProgress(int32 InLevel) const {
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return 0.0f;
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}
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bool AStrategicBuildingActor::AttemptIncrementLevelUnlockProgress(int32 InLevel, float InProgressDelta) {
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return false;
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}
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void AStrategicBuildingActor::ApplyProximityPulseEffects() {
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}
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void AStrategicBuildingActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AStrategicBuildingActor, ConstructionProgress);
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DOREPLIFETIME(AStrategicBuildingActor, LevelProgress);
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DOREPLIFETIME(AStrategicBuildingActor, bIsActive);
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}
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AStrategicBuildingActor::AStrategicBuildingActor() {
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this->HealthBarVisibilityDistance = 2048.00f;
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this->HealthBarVisibilityDistanceSquared = 4194304.00f;
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this->TouchBoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("TouchBoxComp0"));
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this->StrategicBuildingCategory = EFortStrategicBuildingCategory::Defensive;
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this->LevelInfo.AddDefaulted(3);
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this->ProximityPulseInterval = 0.50f;
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this->DeathPenaltyAbility = NULL;
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this->DeathParticles = NULL;
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this->DeathSound = NULL;
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this->SpawnedFromItemDefinition = NULL;
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this->bIsActive = false;
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this->bHasGEsToApplyOnTouch = false;
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this->bHasGEsToApplyOnPulseTimer = false;
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this->VisibilityComponent = NULL;
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this->MiniMapIcon = NULL;
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}
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