#include "Caretaker.h" #include "Components/SceneComponent.h" #include "Components/SkeletalMeshComponent.h" #include "EnemyHealthComponent.h" #include "HealthDamageTracker.h" #include "Net/UnrealNetwork.h" #include "PawnStatsComponent.h" void ACaretaker::WakeUp() { } void ACaretaker::SetTargetRotationRate(int32 rateIndex) { } void ACaretaker::OpenRandomEye(bool forbidLastEye) { } void ACaretaker::OnRep_Server_Rotation() { } void ACaretaker::OnRep_OpenEye() { } void ACaretaker::OnRep_CurrentStage() { } void ACaretaker::OnDamageTaken(float Amount) { } bool ACaretaker::IsAwake() const { return false; } bool ACaretaker::IsAnyEyeOpen() const { return false; } void ACaretaker::InitiateNextStage() { } void ACaretaker::InitCaretakerActions(TArray carettakeractions) { } void ACaretaker::CloseAllEyes() { } void ACaretaker::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ACaretaker, CurrentStage); DOREPLIFETIME(ACaretaker, TargetRotationRate); DOREPLIFETIME(ACaretaker, Server_Rotation); DOREPLIFETIME(ACaretaker, OpenEye); } ACaretaker::ACaretaker() { this->Root = CreateDefaultSubobject(TEXT("Root")); this->Body = CreateDefaultSubobject(TEXT("BodyMesh")); this->Eyes.AddDefaulted(4); this->subHealth.AddDefaulted(4); this->DamageTracker = CreateDefaultSubobject(TEXT("DamageTracker")); this->Health = CreateDefaultSubobject(TEXT("Health")); this->PawnStats = CreateDefaultSubobject(TEXT("PawnStats")); this->CurrentAction = NULL; this->CurrentStage = -1; this->TargetRotationRate = 0; this->RotationRates.AddDefaulted(5); this->Server_Rotation = 0.00f; this->IsInStageCooldown = false; this->IsWeakpointAVisible = false; this->IsWeakpointBVisible = false; this->IsWeakpointCVisible = false; this->IsWeakpointDVisible = false; this->ActiveSpawnType = ECaretakerSpawnType::None; this->AoEStage = 0; this->OpenEye = -1; }