Files
FNGameProj/Source/FortniteGame/Private/BuildingTurretComponent.cpp
T
2024-06-07 01:17:09 +02:00

49 lines
1.6 KiB
C++

#include "BuildingTurretComponent.h"
#include "Net/UnrealNetwork.h"
void UBuildingTurretComponent::SetTargetingOverlapComponent(UPrimitiveComponent* NewTargetingOverlapComponent) {
}
void UBuildingTurretComponent::OnTargetingEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
}
void UBuildingTurretComponent::OnTargetingBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void UBuildingTurretComponent::OnRep_CurrentTarget(AActor* OldTarget) {
}
void UBuildingTurretComponent::OnPerformTargetValidation() {
}
void UBuildingTurretComponent::OnFiringTimer() {
}
bool UBuildingTurretComponent::IsValidTarget_Implementation(AActor* InTarget) const {
return false;
}
AActor* UBuildingTurretComponent::ChooseBestTarget_Implementation(TArray<AActor*>& InOutPotentialTargets) const {
return NULL;
}
bool UBuildingTurretComponent::AttemptSetCurrentTarget(AActor* NewTarget) {
return false;
}
void UBuildingTurretComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UBuildingTurretComponent, CurrentTarget);
}
UBuildingTurretComponent::UBuildingTurretComponent() {
FiringInterval = 1;
CurrentTargetValidationInterval = 1;
bPerformPeriodicValidationOnCurrentTarget = true;
TargetingOverlapComponent = NULL;
OwnerASC = NULL;
CurrentTarget = NULL;
}