Files
FNGameProj/Source/FortniteGame/Private/FortCreativeKeyLockComponent.cpp
T
2024-03-03 23:44:39 +01:00

66 lines
1.9 KiB
C++

#include "FortCreativeKeyLockComponent.h"
#include "Net/UnrealNetwork.h"
bool UFortCreativeKeyLockComponent::Unlock(APawn* Pawn) {
return false;
}
void UFortCreativeKeyLockComponent::SetShouldConsumeKey(bool ShouldConsume) {
}
void UFortCreativeKeyLockComponent::SetRequiredKeys(int32 Amount) {
}
void UFortCreativeKeyLockComponent::SetRequiredAllKeysAtOne(bool Required) {
}
void UFortCreativeKeyLockComponent::SetKeyItemDefinition(UFortItemDefinition* ItemDefinition) {
}
void UFortCreativeKeyLockComponent::Reset(bool DeferredReset) {
}
void UFortCreativeKeyLockComponent::OnRep_RemainingKeysToUnlock() {
}
void UFortCreativeKeyLockComponent::OnRep_KeyItemDefinition() {
}
void UFortCreativeKeyLockComponent::OnRep_CurrentState() {
}
bool UFortCreativeKeyLockComponent::Lock(APawn* Pawn) {
return false;
}
bool UFortCreativeKeyLockComponent::IsLocked() const {
return false;
}
ECreativeKeyLockState UFortCreativeKeyLockComponent::GetCurrentState() const {
return ECreativeKeyLockState::LOCKED;
}
bool UFortCreativeKeyLockComponent::BlueprintHasKeysToInteract(APawn* Pawn) {
return false;
}
void UFortCreativeKeyLockComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortCreativeKeyLockComponent, CurrentState);
DOREPLIFETIME(UFortCreativeKeyLockComponent, RequiredKeysToUnlockAmount);
DOREPLIFETIME(UFortCreativeKeyLockComponent, RemainingKeysToUnlockAmount);
DOREPLIFETIME(UFortCreativeKeyLockComponent, bRequireAllKeysAtOnce);
DOREPLIFETIME(UFortCreativeKeyLockComponent, UnlockKeyDefinitionSoftPointer);
}
UFortCreativeKeyLockComponent::UFortCreativeKeyLockComponent() {
this->InitialState = ECreativeKeyLockState::LOCKED;
this->CurrentState = ECreativeKeyLockState::LOCKED;
this->RequiredKeysToUnlockAmount = 0;
this->RemainingKeysToUnlockAmount = 0;
this->bRequireAllKeysAtOnce = false;
}