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

101 lines
2.8 KiB
C++

#include "FortMissionTimerComponent.h"
#include "Net/UnrealNetwork.h"
void UFortMissionTimerComponent::UnpauseMissionTimer() {
}
void UFortMissionTimerComponent::SetTimerVisibilityOverrideToShowAtEnd(float ShowTime) {
}
void UFortMissionTimerComponent::SetTimerVisibilityOverrideSetting(TEnumAsByte<ETimerOverrideSetting::Type> 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<FLifetimeProperty>& 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;
}