#include "SharkEnemy.h" #include "Perception/PawnSensingComponent.h" #include "Particles/ParticleSystemComponent.h" #include "Components/SphereComponent.h" #include "DamageComponent.h" #include "EnemyComponent.h" #include "FakePhysGrabberComponent.h" #include "InDangerComponent.h" #include "Net/UnrealNetwork.h" void ASharkEnemy::SetVulnerable() { } void ASharkEnemy::ReleasePlayer(AActor* playerchar, bool fullGrabElapsed) { } void ASharkEnemy::PopRecentlyBumpedPlayer() { } void ASharkEnemy::OnSeePawn(APawn* APawn) { } void ASharkEnemy::OnRep_State(ESharkEnemyState oldState) { } void ASharkEnemy::OnRep_DiveTime() { } void ASharkEnemy::OnNearTarget(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void ASharkEnemy::OnDeathDetailed(UHealthComponent* aHealthComponent, float damageAmount, const FDamageData& DamageData, const TArray& dTags) { } void ASharkEnemy::OnDeath(UHealthComponentBase* aHealthComponent) { } void ASharkEnemy::OnDamaged(float aAmount) { } void ASharkEnemy::OnCollided(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void ASharkEnemy::Jumped_Implementation() { } void ASharkEnemy::ImpactSound_Implementation() { } void ASharkEnemy::DiveShow() { } void ASharkEnemy::DiveHide() { } void ASharkEnemy::All_DoRagdollImpact_Implementation(const FVector_NetQuantize& Direction) { } void ASharkEnemy::ActivateDanger() { } void ASharkEnemy::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ASharkEnemy, DiveForSeconds); DOREPLIFETIME(ASharkEnemy, State); } ASharkEnemy::ASharkEnemy() { this->PawnSensing = CreateDefaultSubobject(TEXT("PawnSensing")); this->CollisionSphere = CreateDefaultSubobject(TEXT("CollisionSphere")); this->NearTargetSphere = CreateDefaultSubobject(TEXT("NearTargetSphere")); this->TearingGroundParticles = CreateDefaultSubobject(TEXT("TearingGroundParticles")); this->AirTrailParticles = CreateDefaultSubobject(TEXT("AirTrailParticles")); this->Danger = CreateDefaultSubobject(TEXT("Danger")); this->EnemyComponent = CreateDefaultSubobject(TEXT("EnemyComponent")); this->Damage = CreateDefaultSubobject(TEXT("Damage")); this->BumpDamage = CreateDefaultSubobject(TEXT("BumpDamage")); this->RestrictedGrabberComponent = CreateDefaultSubobject(TEXT("RestrictedGrabberComponent")); this->ImpactCue = NULL; this->JumpSound = NULL; this->DiveForSeconds = 0.00f; this->LaunchPower = 0.00f; this->GrabTime = 3.00f; this->RagdollSpeedFactor = 0.20f; this->UpsideDownTime = 0.00f; this->TiltOutSpeed = 1.00f; this->SafeTimeAfterVounerable = 0.00f; this->RaiseHeight = 60.00f; this->AttackDuration = 0.00f; this->ChanceToGrab = 0.50f; this->MinTimeBetweenBumps = 1.00f; this->ChanceForJump = 0.30f; this->MinJumpCooldown = 0.00f; this->MaxJumpCooldown = 0.00f; this->JumpForce = 0.00f; this->NormalHeight = -60.00f; this->DiveHeight = -200.00f; this->MinCirclingTime = 0.00f; this->MaxCirclingTime = 0.00f; this->CircleSetttings = NULL; this->AttackSettings = NULL; this->PostHitSettings = NULL; this->JumpSettings = NULL; this->VulnerableSettings = NULL; this->MaxInGroundTime = 0.00f; this->MinInGroundTime = 0.00f; this->StartParticleTime = 0.00f; this->EndParticleTime = 0.00f; this->DiveParticles = NULL; this->State = ESharkEnemyState::Idle; }