112 lines
3.6 KiB
C++
Executable file
112 lines
3.6 KiB
C++
Executable file
#include "FacilityObjective.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void UFacilityObjective::SpawnFacilityEncounters(AProceduralSetup* Setup, UEncounterManager* Encounters, UDebrisPositioning* Positioning) {
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}
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TArray<FTransform> UFacilityObjective::SpawnEndBattleTurrets(int32 amountOfTurrets, AProceduralSetup* Setup, UDebrisPositioning* DebrisPositioning, TSubclassOf<AActor> terrainPlacement, const TArray<AActor*>& existingTurrets, bool& success) {
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return TArray<FTransform>();
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}
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void UFacilityObjective::SetMainFacility(ATetherStation* NewMainFacility) {
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}
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void UFacilityObjective::SetGeneratorRooms(TArray<int32>& generatorRoomsIndicies) {
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}
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void UFacilityObjective::SecondGeneratorEncounterSpawn(APawn* spawned) {
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}
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void UFacilityObjective::ProgressCurrentObjective() {
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}
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AActor* UFacilityObjective::PlaceObjectInRoom(AProceduralSetup* Setup, const FRoomNode& RoomNode, UDebrisPositioning* Positioning, TSubclassOf<AActor> placementActor, FRandomStream RandomStream, const bool checkImportantLocations) {
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return NULL;
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}
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void UFacilityObjective::OnResourceChanged(UCappedResource* Resource, float Amount) {
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}
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void UFacilityObjective::OnRep_ObjectivesStage() {
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}
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void UFacilityObjective::OnRep_GeneratorsActivated() {
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}
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void UFacilityObjective::OnRep_AmountCollected() {
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}
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bool UFacilityObjective::IsSubObjectiveComplete(int32 objectiveIndex) const {
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return false;
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}
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void UFacilityObjective::InitGeneratorCount(int32 generators) {
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}
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FTransform UFacilityObjective::GetTurretGoal(AProceduralSetup* Setup, const FVector& Origin, float idealRange, UDebrisPositioning* DebrisPositioning, TSubclassOf<AActor> terrainPlacement, bool& success) {
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return FTransform{};
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}
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TArray<AActor*> UFacilityObjective::GetShieldGenerators() {
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return TArray<AActor*>();
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}
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int32 UFacilityObjective::GetShieldGeneratorCount() const {
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return 0;
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}
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void UFacilityObjective::GetObjectTransformInRoom(FTransform& Transform, AProceduralSetup* Setup, const FRoomNode& RoomNode, UDebrisPositioning* Positioning, TSubclassOf<AActor> placementActor, FRandomStream RandomStream, const bool checkImportantLocations) {
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}
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int32 UFacilityObjective::GetFacilityRoomIndex() const {
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return 0;
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}
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FVector UFacilityObjective::GetFacilityLocation() const {
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return FVector{};
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}
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FSubObjective UFacilityObjective::GetCurrentObjective() const {
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return FSubObjective{};
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}
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void UFacilityObjective::GeneratorActivated() {
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}
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void UFacilityObjective::FirstGeneratorEncounterSpawn(APawn* spawned) {
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}
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void UFacilityObjective::DropOverCharger(AProceduralSetup* Setup, int32 roomIndex, const FVector& facilityLocation, float idealRange, float idealZDistance, UDebrisPositioning* DebrisPositioning, TSubclassOf<ARessuplyPod> NewGeneratorClass, bool AddImportantLocation) {
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}
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void UFacilityObjective::ChangeObjective() {
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}
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void UFacilityObjective::AddShieldGenerator(AActor* charger, int32 roomIndex) {
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}
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void UFacilityObjective::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFacilityObjective, ObjectivesStage);
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DOREPLIFETIME(UFacilityObjective, AmountCollected);
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DOREPLIFETIME(UFacilityObjective, GeneratorsActivated);
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}
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UFacilityObjective::UFacilityObjective() {
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this->GeneratorCount = 3;
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this->ObjectivesStage = 0;
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this->EncounterDifficulty = 10.00f;
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this->MinimumTurretEncounters = 0;
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this->mainFacility = NULL;
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this->MainFacilityRoom = -1;
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this->HasRemovedMainShield = false;
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this->GoalResource = NULL;
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this->AmountRequired = 1.00f;
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this->AmountCollected = 0.00f;
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this->GeneratorsActivated = 0;
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}
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