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

83 lines
2.9 KiB
C++

#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<FLifetimeProperty>& 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<UBoxComponent>(TEXT("SavableSpaceComponent"));
EntirePlotSpaceComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("EntirePlotSpaceComponent"));
SpawnOffsetComponent = CreateDefaultSubobject<USceneComponent>(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;
}