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

60 lines
1.7 KiB
C++

#include "FortTimeOfDayWeatherComponent.h"
#include "Net/UnrealNetwork.h"
void UFortTimeOfDayWeatherComponent::OnRep_WeatherEventIndex() {
}
void UFortTimeOfDayWeatherComponent::OnRep_CurrentWeatherEventIntensity() {
}
void UFortTimeOfDayWeatherComponent::OnPlaylistLoaded(FName PlaylistName, const FGameplayTagContainer& PlaylistContextTags) {
}
bool UFortTimeOfDayWeatherComponent::IsWeatherEventActive() const {
return false;
}
float UFortTimeOfDayWeatherComponent::GetCurrentWindStrength() const {
return 0.0f;
}
FVector UFortTimeOfDayWeatherComponent::GetCurrentWindDirection() const {
return FVector{};
}
float UFortTimeOfDayWeatherComponent::GetCurrentWeatherIntensity() const {
return 0.0f;
}
int32 UFortTimeOfDayWeatherComponent::GetCurrentWeatherEventIndex() const {
return 0;
}
float UFortTimeOfDayWeatherComponent::GetBlendTimePercentage() const {
return 0.0f;
}
void UFortTimeOfDayWeatherComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortTimeOfDayWeatherComponent, WeatherEventIndex);
DOREPLIFETIME(UFortTimeOfDayWeatherComponent, CurrentWeatherEventIntensity);
}
UFortTimeOfDayWeatherComponent::UFortTimeOfDayWeatherComponent() {
bWeatherDisabled = false;
GamePhaseToStart = EAthenaGamePhase::None;
bWeatherStarted = false;
WeatherState = EGlobalWeatherState::Inactive;
WeatherEventEndTime = 1;
WeatherEventAttemptStart = 1;
WeatherEventIndex = 0;
LocalWeatherEventIndex = 0;
CurrentWeatherEventIntensity = 1;
CurrentBlendTime = 1;
TargetBlendTime = 1;
BlendTimeLength = 1;
PostProcessComponent = NULL;
}