mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
100 lines
2.6 KiB
C++
100 lines
2.6 KiB
C++
#include "FortSquadManagementScreenBase.h"
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bool UFortSquadManagementScreenBase::TryGetStaticSquadDataBP(FHomebaseSquad& OutSquadData) const {
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return false;
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}
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bool UFortSquadManagementScreenBase::TryGetSquadTeamAttribute(FGameplayAttribute& OutGameplayAttribute) const {
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return false;
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}
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bool UFortSquadManagementScreenBase::TryGetSquadMainAttribute(FGameplayAttribute& OutGameplayAttribute) const {
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return false;
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}
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bool UFortSquadManagementScreenBase::TryGetAttributeValueFromSquad(float& OutValue, const FGameplayAttribute& Attribute) const {
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return false;
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}
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void UFortSquadManagementScreenBase::SetIdOfSquadToManageBP(const FName& SquadId) {
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}
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void UFortSquadManagementScreenBase::SelectSquadWithOffset(int32 Offset) {
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}
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void UFortSquadManagementScreenBase::SelectPreviousSquad() {
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}
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void UFortSquadManagementScreenBase::SelectNextSquad() {
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}
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void UFortSquadManagementScreenBase::NavigateToSquadSlot(int32 SquadSlotIndex) {
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}
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void UFortSquadManagementScreenBase::HandleViewInAll(const int32 SquadSlotIndex) {
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}
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void UFortSquadManagementScreenBase::HandleShouldAutoSlotSurvivorSquadsChanged() {
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}
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void UFortSquadManagementScreenBase::HandleSelectPickerSlotInputAction() {
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}
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void UFortSquadManagementScreenBase::HandlePickerSelectionCommitted(UFortItem* CommittedItem) {
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}
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void UFortSquadManagementScreenBase::HandlePickerSelectionChanged(UFortItem* SelectedItem) {
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}
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void UFortSquadManagementScreenBase::HandleOpenSquadSlot(const int32 SquadSlotIndex) {
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}
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void UFortSquadManagementScreenBase::HandleManageInputAction() {
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}
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void UFortSquadManagementScreenBase::HandleInventoryInputAction() {
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}
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void UFortSquadManagementScreenBase::HandleInspectInputAction() {
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}
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void UFortSquadManagementScreenBase::HandleDifferentSquadSlotSelected(const int32 SquadSlotIndex) {
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}
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void UFortSquadManagementScreenBase::HandleCyclePickerSortInputAction() {
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}
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void UFortSquadManagementScreenBase::HandleClosePickerInputAction() {
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}
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void UFortSquadManagementScreenBase::HandleBackInputAction() {
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}
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int32 UFortSquadManagementScreenBase::GetNumUnlockedSquads() const {
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return 0;
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}
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FName UFortSquadManagementScreenBase::GetIdOfSquadToManageBP() const {
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return NAME_None;
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}
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void UFortSquadManagementScreenBase::ClearSquad() {
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}
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UFortSquadManagementScreenBase::UFortSquadManagementScreenBase() {
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this->SquadStatsWidget = NULL;
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this->SquadSlotsView = NULL;
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this->SelectedSlotDetailsPanel = NULL;
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this->SelectedSlotItemPicker = NULL;
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this->DisableAutoSlottingToClearSquadPromptAction = NULL;
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this->ItemViewContext_SquadSlotsView = NULL;
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this->ItemViewContext_SquadSlotItemPicker = NULL;
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}
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