#include "FoamPuddle.h" #include "Components/SceneComponent.h" #include "NiagaraComponent.h" #include "Net/UnrealNetwork.h" void AFoamPuddle::SetState(EVacuumState NewState) { } void AFoamPuddle::OnRep_State(EVacuumState prevState) { } void AFoamPuddle::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) { } void AFoamPuddle::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFoamPuddle, State); DOREPLIFETIME(AFoamPuddle, VacuumSource); } AFoamPuddle::AFoamPuddle() { this->Root = CreateDefaultSubobject(TEXT("Root")); this->PuddleRoot = CreateDefaultSubobject(TEXT("PuddleRoot")); this->NS_Foam = CreateDefaultSubobject(TEXT("NS_Vacuum_FP")); this->PickupSound = NULL; this->PickupSoundCooldown = 0.50f; this->PickupFilledSound = NULL; this->PickupFilledCooldown = 0.50f; this->VacuumedSound = NULL; this->VacuumedCooldown = 0.50f; this->VacuumedSoundFilled = NULL; this->VacuumedSoundFilledCooldown = 0.50f; this->InitialDebrisRadius = 75.00f; this->TotalRadiusGrowth = 100.00f; this->GrowthTime = 2.00f; this->AttractorPowerWhenVacuuming = 1000.00f; this->ScaleTimeVacuuming = 1.00f; this->Speed = 0.00f; this->State = EVacuumState::EFalling; this->VacuumSource = NULL; this->MaxSoapPiles = 100; this->UsesLocalSpace = false; }