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

82 lines
2.8 KiB
C++

#include "FortTrack.h"
#include "Components/BoxComponent.h"
#include "Components/SceneComponent.h"
#include "Components/SplineComponent.h"
#include "Net/UnrealNetwork.h"
void AFortTrack::OnRep_SwitchState() {
}
void AFortTrack::OnRep_NeighborsByDirection() {
}
void AFortTrack::OnRep_ConfigurationIdx() {
}
bool AFortTrack::IsConnectedToTrackList(const TArray<AFortTrack*>& TargetTracks) {
return false;
}
bool AFortTrack::IsConnectedToTrack(AFortTrack* TargetTrack) {
return false;
}
void AFortTrack::InitializeTrack(UPrimitiveComponent* InSwitchComp) {
}
void AFortTrack::GetSplineFromPositionAndOrientation(const FVector& InLocation, const FRotator& InRotation, USplineComponent*& OutSpline, float& OutDistanceAlongSpline, bool& OutReverseDirection) {
}
void AFortTrack::GetSplineFromIncomingNeighbor(AFortTrack* InNeighbor, USplineComponent*& OutSpline, bool& OutReverseDirection) {
}
float AFortTrack::GetPathDistanceToTrack(AFortTrack* TargetTrack, USplineComponent* InCurrentSpline, float CurrentDistanceAlongSpline, bool InReverseDirection) {
return 0.0f;
}
void AFortTrack::GetOutgoingNeighborFromSpline(USplineComponent* InSpline, bool InReverseDirection, AFortTrack*& OutNeighbor) {
}
void AFortTrack::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortTrack, NeighborsByDirection);
DOREPLIFETIME(AFortTrack, SwitchState);
DOREPLIFETIME(AFortTrack, ConfigurationIdx);
}
AFortTrack::AFortTrack() {
ToggleSwitchText = FText::FromString(TEXT("Toggle Track"));
ToggleInteractTime = 1;
TrackPieceMeshesByType[0] = NULL;
TrackPieceMeshesByType[1] = NULL;
TrackPieceMeshesByType[2] = NULL;
TrackPieceMeshesByType[3] = NULL;
TrackPieceMeshesByType[4] = NULL;
bUseFloorMesh = true;
TrackFloorMeshesByVerticality[0] = NULL;
TrackFloorMeshesByVerticality[1] = NULL;
TrackFloorMeshesByVerticality[2] = NULL;
NeighborsByDirection[0] = NULL;
NeighborsByDirection[1] = NULL;
NeighborsByDirection[2] = NULL;
NeighborsByDirection[3] = NULL;
SwitchState = 0;
ConfigurationIdx = 0;
TrackMeshComp = NULL;
TrackFloorMeshComp = NULL;
ConnectorMeshCompsByDirection[0] = NULL;
ConnectorMeshCompsByDirection[1] = NULL;
ConnectorMeshCompsByDirection[2] = NULL;
ConnectorMeshCompsByDirection[3] = NULL;
PlacementCollision1 = CreateDefaultSubobject<UBoxComponent>(TEXT("PlacementCollision1"));
PlacementCollision2 = CreateDefaultSubobject<UBoxComponent>(TEXT("PlacementCollision2"));
SplineComp1 = CreateDefaultSubobject<USplineComponent>(TEXT("SplineComp1"));
SplineComp2 = CreateDefaultSubobject<USplineComponent>(TEXT("SplineComp2"));
SwitchCompBase = CreateDefaultSubobject<USceneComponent>(TEXT("SwitchCompBase"));
SwitchComp = NULL;
}