#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& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ADeployableBasePlot, OccupantNetID); DOREPLIFETIME(ADeployableBasePlot, CurrentBuildingState); DOREPLIFETIME(ADeployableBasePlot, PlotInventory); DOREPLIFETIME(ADeployableBasePlot, BuildableSpaceExpansionVector); DOREPLIFETIME(ADeployableBasePlot, BuildableAreasStructuralSupportBoxesArray); } ADeployableBasePlot::ADeployableBasePlot() { OccupantDeployableBaseRecord = NULL; SavableSpaceComponent = CreateDefaultSubobject(TEXT("SavableSpaceComponent")); EntirePlotSpaceComponent = CreateDefaultSubobject(TEXT("EntirePlotSpaceComponent")); SpawnOffsetComponent = CreateDefaultSubobject(TEXT("SceneComponent")); DeployableBaseCore = NULL; bDirty = false; bDirtiedSinceLastWriteToBuffer = false; bCloudFileSavedSinceLastCloudItemUpdate = false; CurrentBuildingState = EDeployableBaseBuildingState::Empty; GoalBuildingState = EDeployableBaseBuildingState::Empty; PlotInventory = NULL; DeferredActorIdxToResumeAt = 0; NumActorsFromRecordDestroyed = 0; MaxActorsToCreatePerBuildingCall = 0; MaxActorsToDestroyPerDestroyCall = 0; DelayBetweenActorRecordBuilding = 1; DelayBetweenActorRecordDestroying = 1; PlayerStart = NULL; ConstructionTimeEffect = NULL; }