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

92 lines
2.9 KiB
C++

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