DRG-Femboy-Voice/Source/FSD/Private/Caretaker.cpp
2025-04-15 12:39:31 -07:00

82 lines
2.1 KiB
C++
Executable file

#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<UCaretakerActionComponent*> carettakeractions) {
}
void ACaretaker::CloseAllEyes() {
}
void ACaretaker::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ACaretaker, CurrentStage);
DOREPLIFETIME(ACaretaker, TargetRotationRate);
DOREPLIFETIME(ACaretaker, Server_Rotation);
DOREPLIFETIME(ACaretaker, OpenEye);
}
ACaretaker::ACaretaker() {
this->Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
this->Body = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("BodyMesh"));
this->Eyes.AddDefaulted(4);
this->subHealth.AddDefaulted(4);
this->DamageTracker = CreateDefaultSubobject<UHealthDamageTracker>(TEXT("DamageTracker"));
this->Health = CreateDefaultSubobject<UEnemyHealthComponent>(TEXT("Health"));
this->PawnStats = CreateDefaultSubobject<UPawnStatsComponent>(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;
}