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

79 lines
3.6 KiB
C++

#include "FortWindManager.h"
bool AFortWindManager::SetWindImpulseCylinderMagnitude(const FFortWindImpulseHandle& ImpulseHandle, float NewMagnitude, float BlendTime) {
return false;
}
bool AFortWindManager::SetWindImpulse(const FFortWindImpulseHandle& ImpulseHandle, const FFortWindImpulseRadius& WindImpulse) {
return false;
}
void AFortWindManager::RemoveWindImpulse(const FFortWindImpulseHandle& ImpulseHandle, float BlendTime) {
}
FFortWindImpulseRadius AFortWindManager::MakeWindImpulseRadius(const FVector& ImpulseLocation, float ImpulseRadius, float ImpulseMagnitude, float ImpulseBlendTime) {
return FFortWindImpulseRadius{};
}
FFortWindImpulseCylinder AFortWindManager::MakeWindImpulseCylinder(const FVector& ImpulseLocation, float ImpulseInnerRadius, float ImpulseOuterRadius, float ImpulseMagnitude, const FVector& ImpulseDirection) {
return FFortWindImpulseCylinder{};
}
bool AFortWindManager::HasWindImpulse(const FFortWindImpulseHandle& WindImpulseHandle) const {
return false;
}
AFortWindManager* AFortWindManager::GetWindManager(const UObject* WorldContextObject) {
return NULL;
}
void AFortWindManager::GetGlobalWindIntensityAndDirection(float& WindIntensity, FVector& WindDirection) const {
}
bool AFortWindManager::GetCurrentWindImpulseCylinderDelta(FFortWindImpulseCylinder& WindImpulseCylinder, FFortWindImpulseCylinderDelta& WindImpulseCylinderDelta) const {
return false;
}
void AFortWindManager::BreakWindImpulseRadius(const FFortWindImpulseRadius& InWindImpulseRadius, FVector& ImpulseLocation, float& ImpulseRadius, float& ImpulseMagnitude, float& ImpulseBlendTime) {
}
void AFortWindManager::BreakWindImpulseCylinderDelta(const FFortWindImpulseCylinderDelta& WindImpulseCylinderDelta, FVector& WindDeltaCenter, bool& bWindImpulseInitialized, bool& bWindRipplesOutward, float& WindDeltaSectionWidth, float& WindDeltaInnerSectionRadius, float& WindDeltaOuterSectionRadius, float& WindDeltaMaximumRadius, float& WindDeltaDesiredOverallBlendTime, float& WindDeltaSectionBlendTime, float& WindDeltaSectionCurrentBlendTime, float& WindDeltaPreviousMagnitude, float& WindDeltaSectionCurrentMagnitude, float& WindDeltaDesiredMagnitude, FBox& WindDeltaOuterWorldBounds, FBox& WindDeltaInnerWorldBounds, FBox& WindImpulseBounds, FFortWindImpulseHandle& WindImpulseHandleToModify) {
}
void AFortWindManager::BreakWindImpulseCylinderAdvanced(const FFortWindImpulseCylinder& WindImpulseCylinder, FVector& WindLocation, float& WindInnerRadius, float& WindOuterRadius, FVector& WindWorldDirection, float& WindMagnitude, FBox& WindWorldBounds, bool& bIsWindChanging, bool& bIsWindChangePending) {
}
void AFortWindManager::BreakWindImpulseCylinder(const FFortWindImpulseCylinder& InWindImpulseCylinder, FVector& ImpulseLocation, float& ImpulseInnerRadius, float& ImpulseOuterRadius, float& ImpulseMagnitude, FVector& ImpulseDirection) {
}
FFortWindImpulseHandle AFortWindManager::AddWindImpulseCylinder(const FFortWindImpulseCylinder& WindImpulseCylinder, float BlendTime) {
return FFortWindImpulseHandle{};
}
FFortWindImpulseHandle AFortWindManager::AddWindImpulse(const FFortWindImpulseRadius& WindImpulse) {
return FFortWindImpulseHandle{};
}
AFortWindManager::AFortWindManager() {
bAllowWindImpulses = true;
bAllowResponderAudio = true;
SectionWidth = 1;
MinimumSectionBlendTime = 1;
WindVectorParameterName = TEXT("WindVector_CodeControlled");
NextNearbyIndexToUpdate = 0;
AudioWindSpeedParameterName = TEXT("WindSpeed");
AudioWindInterpSpeed = 1;
AudioWindMaxResponderDistance = 1;
UpdateWindMaxResponderDistance = 1;
ViewerMovementDistanceForRefresh = 1;
}