#include "SoapVacuumItem.h" #include "Components/CapsuleComponent.h" #include "NiagaraComponent.h" void ASoapVacuumItem::Server_StartVacuumingPuddle_Implementation(AActor* Target) { } void ASoapVacuumItem::ItemEnterVacuum(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } USceneComponent* ASoapVacuumItem::GetVacuumSource_Implementation() const { return NULL; } void ASoapVacuumItem::All_Visual_PuddleStartCollect_Implementation() { } ASoapVacuumItem::ASoapVacuumItem() { this->VacuumCapsule = CreateDefaultSubobject(TEXT("VacuumCollision")); this->NS_Vacuum_FP = CreateDefaultSubobject(TEXT("NS_Vacuum_FP")); this->NS_Vacuum_TP = CreateDefaultSubobject(TEXT("NS_Vacuum_TP")); this->VacuumCooldown = 0.50f; this->VacuumRadius = 100.00f; this->VacuumRange = 500.00f; this->CurrentVacuumEffectStrenght = 0.00f; this->MaxVacuumEffectStrength = 300.00f; this->VacuumEffectFoamSuckTime = 1.00f; this->LastPuddleSuckTime = 0.00f; }