Files
UnrealEvent/Project/Source/FortniteGame/Private/DeployableBasePlot.cpp
T
2026-04-22 15:51:07 +02:00

87 lines
3.4 KiB
C++

#include "DeployableBasePlot.h"
#include "Components/BoxComponent.h"
#include "Components/SceneComponent.h"
#include "Net/UnrealNetwork.h"
void ADeployableBasePlot::SetContextComponent(UPrimitiveComponent* ContextComponent) {
}
void ADeployableBasePlot::OnRep_OccupantNetID() {
}
void ADeployableBasePlot::OnRep_CurrentBuildingState() {
}
void ADeployableBasePlot::OnRep_BuildableSpaceExpansionVector() {
}
void ADeployableBasePlot::OnCurrentBuildingStateSet_Implementation(EDeployableBaseBuildingState InCurrentBuildingState) {
}
void ADeployableBasePlot::OnBuildingStateTransition_Implementation(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState) {
}
bool ADeployableBasePlot::IsOccupied() const {
return false;
}
bool ADeployableBasePlot::IsOccupant(const FUniqueNetIdRepl& UserId) const {
return false;
}
bool ADeployableBasePlot::IsBuildingActorWithinBuildableSpace(const ABuildingActor* ActorToCheck, const FVector& GridLocation) const {
return false;
}
void ADeployableBasePlot::HandleBuildingStateTransition_Implementation(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState) {
}
AFortPlayerStart* ADeployableBasePlot::GetPlayerStart() {
return NULL;
}
FUniqueNetIdRepl ADeployableBasePlot::GetOccupantNetID() const {
return FUniqueNetIdRepl{};
}
int32 ADeployableBasePlot::GetNumOfItemsInPlot() const {
return 0;
}
void ADeployableBasePlot::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ADeployableBasePlot, OccupantNetID);
DOREPLIFETIME(ADeployableBasePlot, CurrentBuildingState);
DOREPLIFETIME(ADeployableBasePlot, PlotInventory);
DOREPLIFETIME(ADeployableBasePlot, BuildableSpaceExpansionVector);
DOREPLIFETIME(ADeployableBasePlot, BuildableAreasStructuralSupportBoxesArray);
}
ADeployableBasePlot::ADeployableBasePlot() {
this->OccupantDeployableBaseRecord = NULL;
// this->BuildableSpaceComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("BuildableSpaceComponent"));
this->SavableSpaceComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("SavableSpaceComponent"));
this->EntirePlotSpaceComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("EntirePlotSpaceComponent"));
this->SpawnOffsetComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComponent"));
// this->BuildableAreasArray[0] = CreateDefaultSubobject<UBoxComponent>(TEXT("BuildableSpaceComponent"));
//this->BuildableAreasArray[1] = CreateDefaultSubobject<UBoxComponent>(TEXT("BuildableSpaceComponent"));
//this->BuildableAreasArray[2] = CreateDefaultSubobject<UBoxComponent>(TEXT("BuildableSpaceComponent"));
this->DeployableBaseCore = NULL;
this->bDirty = false;
this->bDirtiedSinceLastWriteToBuffer = false;
this->bCloudFileSavedSinceLastCloudItemUpdate = false;
this->CurrentBuildingState = EDeployableBaseBuildingState::Unoccupied;
this->GoalBuildingState = EDeployableBaseBuildingState::Empty;
this->PlotInventory = NULL;
this->DeferredActorIdxToResumeAt = 0;
this->NumActorsFromRecordDestroyed = 0;
this->MaxActorsToCreatePerBuildingCall = 5;
this->MaxActorsToDestroyPerDestroyCall = 5;
this->DelayBetweenActorRecordBuilding = 2.00f;
this->DelayBetweenActorRecordDestroying = 2.00f;
this->PlayerStart = NULL;
this->ConstructionTimeEffect = NULL;
}