#include "FortMissionTimerComponent.h" #include "Net/UnrealNetwork.h" void UFortMissionTimerComponent::UnpauseMissionTimer() { } void UFortMissionTimerComponent::SetTimerVisibilityOverrideToShowAtEnd(float ShowTime) { } void UFortMissionTimerComponent::SetTimerVisibilityOverrideSetting(TEnumAsByte NewVisibilitySetting) { } void UFortMissionTimerComponent::SetTimerLabelText(FText NewLabelText) { } void UFortMissionTimerComponent::SetTimerDisplayFormat(bool bNewDisplayInTimeFormat) { } void UFortMissionTimerComponent::SetMissionTimer(const FString& FunctionName, float TimerLength, AActor* CallbackActor) { } void UFortMissionTimerComponent::SetMissionTimeElapsedTimer() { } void UFortMissionTimerComponent::ResetMissionTimer() { } void UFortMissionTimerComponent::PauseMissionTimer() { } void UFortMissionTimerComponent::OnRep_TimerVisibilityOverride() { } void UFortMissionTimerComponent::OnRep_TimerData() { } bool UFortMissionTimerComponent::IsTimerVisible() const { return false; } bool UFortMissionTimerComponent::IsMissionTimerSet() const { return false; } bool UFortMissionTimerComponent::IsMissionTimerPaused() const { return false; } FText UFortMissionTimerComponent::GetTimeText() const { return FText::GetEmpty(); } FText UFortMissionTimerComponent::GetTimerLabelText() const { return FText::GetEmpty(); } float UFortMissionTimerComponent::GetNormalizedTime() const { return 0.0f; } float UFortMissionTimerComponent::GetMissionTimerTimeRemaining() const { return 0.0f; } float UFortMissionTimerComponent::GetMissionTimerTimeElapsed() const { return 0.0f; } FMissionTimeDisplayData UFortMissionTimerComponent::GetCorrectTimeDisplayData() const { return FMissionTimeDisplayData{}; } void UFortMissionTimerComponent::DummyTimer() { } void UFortMissionTimerComponent::ClearMissionTimer() { } void UFortMissionTimerComponent::AddOrRemoveTime(float TimeToAdd) { } void UFortMissionTimerComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortMissionTimerComponent, TimerData); DOREPLIFETIME(UFortMissionTimerComponent, TimerLabelText); DOREPLIFETIME(UFortMissionTimerComponent, bDisplayInTimeFormat); DOREPLIFETIME(UFortMissionTimerComponent, TimerVisibilityOverrideSetting); DOREPLIFETIME(UFortMissionTimerComponent, TimerVisibilityShowAtEndTime); } UFortMissionTimerComponent::UFortMissionTimerComponent() { bShowTimeElapsed = false; bUpdateQuestsTimeElapsed = false; TimerLabelText = FText::FromString(TEXT("Time Remaining")); bDisplayInTimeFormat = true; TimerVisibilityOverrideSetting = ETimerOverrideSetting::DefaultBehavior; TimerVisibilityShowAtEndTime = 1; }