#include "AIHotSpot.h" #include "Components/BillboardComponent.h" #include "NavFilters/RecastFilter_UseDefaultArea.h" void AAIHotSpot::SetEnabled(bool bEnabled) { } int32 AAIHotSpot::RemoveGroupFromHotspot(TArray GroupOfAI) { return 0; } bool AAIHotSpot::RemoveFromHotspot(AAIController* AI, bool bAssignFromWaitingList) { return false; } void AAIHotSpot::OnSlotOccupied_Implementation(AAIController* AI, int32 Index, int32 UserId) { } void AAIHotSpot::OnSlotFreed_Implementation(AAIController* AI, int32 Index, int32 UserId) { } void AAIHotSpot::OnSlotEnabled_Implementation(int32 Index, int32 UserId) { } void AAIHotSpot::OnSlotDisabled_Implementation(int32 Index, int32 UserId) { } void AAIHotSpot::OnSlotClaimed_Implementation(AAIController* AI, int32 Index, int32 UserId) { } void AAIHotSpot::OnSlotBlocked_Implementation(AAIController* AI, int32 Index, int32 UserId) { } void AAIHotSpot::OnRemovedSlotlessBehavior_Implementation(AAIController* AI, bool bIsClamingSlot) { } void AAIHotSpot::OnRemovedBehavior_Implementation(AAIController* AI, int32 Index, int32 UserId, EAIHotSpotSlot PrevState, bool bWasOnWaitingList) { } void AAIHotSpot::OnMoveToSlotFinished_Implementation(AAIController* AI, int32 Index, int32 UserId, bool bResult) { } void AAIHotSpot::OnHotSpotEnabled_Implementation() { } void AAIHotSpot::OnHotSpotDisabled_Implementation() { } bool AAIHotSpot::OnAssignedSlotlessBehavior_Implementation(AAIController* AI) { return false; } bool AAIHotSpot::OnAssignedOccupiedBehavior_Implementation(AAIController* AI, int32 Index, int32 UserId) { return false; } bool AAIHotSpot::OnAssignedClaimedBehavior_Implementation(AAIController* AI, int32 Index, int32 UserId, bool bWasOnWaitingList) { return false; } bool AAIHotSpot::OccupySlotByIndex(int32 Index) { return false; } bool AAIHotSpot::IsSlotlessAssignmentAllowed() const { return false; } bool AAIHotSpot::IsEnabled() const { return false; } bool AAIHotSpot::IsAIAllowed_Implementation(const AAIController* AI) const { return false; } bool AAIHotSpot::HasEnabledSlots() const { return false; } bool AAIHotSpot::HasAssignedAI(const AAIController* AI, EAIHotSpotAssignmentFilter Filter) const { return false; } int32 AAIHotSpot::GetSlotUserIdByIndex(int32 Index) const { return 0; } EAIHotSpotSlot AAIHotSpot::GetSlotStateByOwner(const AAIController* AIOwner) const { return EAIHotSpotSlot::Free; } EAIHotSpotSlot AAIHotSpot::GetSlotStateByIndex(int32 Index) const { return EAIHotSpotSlot::Free; } FRotator AAIHotSpot::GetSlotRotationByIndex(int32 Index) const { return FRotator{}; } AAIController* AAIHotSpot::GetSlotOwnerByIndex(int32 Index) const { return NULL; } FVector AAIHotSpot::GetSlotLocationByIndex(int32 Index) const { return FVector{}; } int32 AAIHotSpot::GetSlotIndexByOwner(const AAIController* AIOwner) const { return 0; } int32 AAIHotSpot::GetSlotCount(EAIHotSpotSlotFilter Filter) const { return 0; } UAIHotSpotSlot* AAIHotSpot::GetSlotByOwner(const AAIController* AIOwner) const { return NULL; } UAIHotSpotSlot* AAIHotSpot::GetSlotByIndex(int32 Index) const { return NULL; } int32 AAIHotSpot::GetAssignedAICount(EAIHotSpotAssignmentFilter Filter) const { return 0; } TArray AAIHotSpot::GetAssignedAI(EAIHotSpotAssignmentFilter Filter) const { return TArray(); } TArray AAIHotSpot::FindBestSlotIndices(TArray AI) const { return TArray(); } int32 AAIHotSpot::FindBestSlotIndex(AAIController* AI) const { return 0; } bool AAIHotSpot::CanUseSlotByIndex(const AAIController* AI, int32 Index) const { return false; } bool AAIHotSpot::AssignToSlotByIndex(AAIController* AI, int32 Index) { return false; } bool AAIHotSpot::AssignToHotspot(AAIController* AI) { return false; } int32 AAIHotSpot::AssignGroupToHotspot(TArray GroupOfAI) { return 0; } void AAIHotSpot::AssignFromWaitingList() { } AAIHotSpot::AAIHotSpot() { this->SlotGenerator = NULL; this->FocusActor = NULL; this->FilterClass = URecastFilter_UseDefaultArea::StaticClass(); this->bStartEnabled = true; this->bAllowSlotlessAssignment = false; this->bAllowClaimingMultipleSlots = false; this->bTrackOverlappingSlots = true; this->bProjectSlotsOnNavmesh = true; this->bCustomNavmeshSearchExtent = false; this->bIsEnabled = false; this->RenderingComponent = NULL; this->SpriteComponent = CreateDefaultSubobject(TEXT("Sprite")); }