#include "CappedResource.h" #include "Net/UnrealNetwork.h" float UCappedResource::TransferAll(UCappedResource* Receiver) { return 0.0f; } float UCappedResource::Transfer(float Amount, UCappedResource* Receiver) { return 0.0f; } void UCappedResource::OnRep_FullFlag(int32 OldValue) { } void UCappedResource::OnRep_CurrentAmount(float OldAmount) { } bool UCappedResource::IsObjectiveResource(UObject* WorldContext, bool& IsCompleted) const { return false; } bool UCappedResource::IsFull() const { return false; } bool UCappedResource::isEmpty() const { return false; } bool UCappedResource::IsCraftingResource() const { return false; } FText UCappedResource::GetTitle() const { return FText::GetEmpty(); } FColor UCappedResource::GetColor() const { return FColor{}; } float UCappedResource::GetCapacityPct() const { return 0.0f; } float UCappedResource::Deduct(float Amount) { return 0.0f; } float UCappedResource::Add(float Amount) { return 0.0f; } void UCappedResource::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UCappedResource, Data); DOREPLIFETIME(UCappedResource, currentAmount); DOREPLIFETIME(UCappedResource, MaxAmount); DOREPLIFETIME(UCappedResource, TotalCollected); DOREPLIFETIME(UCappedResource, FullFlag); } UCappedResource::UCappedResource() { this->Data = NULL; this->currentAmount = 0.00f; this->MaxAmount = 50.00f; this->TotalCollected = 0.00f; this->FullFlag = 0; }