#include "FSDRefinery.h" #include "Net/UnrealNetwork.h" #include "SingleUsableComponent.h" void AFSDRefinery::SetRefineryState(ERefineryState InState) { } void AFSDRefinery::OnStartRefiningPressed(APlayerCharacter* InCharacter, EInputKeys Key) { } void AFSDRefinery::OnRep_RefineryState(ERefineryState InOldState) { } void AFSDRefinery::OnPlayerCharacterRegistered(APlayerCharacter* InCharacter) { } void AFSDRefinery::OnPipelineStateChanged(APipelineStart* InPipelineStart, EPipelineBuildState InPipelineState) { } void AFSDRefinery::OnObjectivesChanged() { } void AFSDRefinery::OnLaunchRocketPressed(APlayerCharacter* InCharacter, EInputKeys Key) { } float AFSDRefinery::GetRefiningProgress() const { return 0.0f; } void AFSDRefinery::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFSDRefinery, RefineryState); DOREPLIFETIME(AFSDRefinery, RefiningProgressReplicated); } AFSDRefinery::AFSDRefinery() { this->UsableStartRefining = CreateDefaultSubobject(TEXT("UsableStartRefining")); this->UsableLaunchRocket = CreateDefaultSubobject(TEXT("UsableLaunchRocket")); this->LaunchRocketButtonPressedShout = NULL; this->BuilderItem = NULL; this->RefiningTotalDuration = 120.00f; this->PipelineBreakTimePenaltyPerAdditionalPlayers = 5.00f; this->SegmentBreakDownPenaltyPerAdditionalPlayers = 1; this->RefineryState = ERefineryState::Landing; this->PreviousRefineryState = ERefineryState::Landing; this->RefiningProgressReplicated = 0; }