39 lines
1.4 KiB
C++
Executable file
39 lines
1.4 KiB
C++
Executable file
#include "CoilgunWeaponTrail.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/SceneComponent.h"
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#include "NiagaraComponent.h"
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#include "Net/UnrealNetwork.h"
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void ACoilgunWeaponTrail::OnRep_TrailHalfLength() {
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}
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void ACoilgunWeaponTrail::OnRep_SpawnFireTrail() {
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}
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void ACoilgunWeaponTrail::OnInited_Callback() {
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}
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void ACoilgunWeaponTrail::OnActorLeaveTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
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}
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void ACoilgunWeaponTrail::OnActorEnteredTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
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}
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void ACoilgunWeaponTrail::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ACoilgunWeaponTrail, TrailHalgLength);
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DOREPLIFETIME(ACoilgunWeaponTrail, SpawnFireTrail);
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}
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ACoilgunWeaponTrail::ACoilgunWeaponTrail() {
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this->Root = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
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this->Collision = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Collision"));
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this->Trail = CreateDefaultSubobject<UNiagaraComponent>(TEXT("TrailNiagara"));
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this->ParticleTrailOffset = 0.00f;
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this->TrailHalgLength = 0.00f;
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this->SpawnFireTrail = false;
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this->FireEffect = NULL;
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this->ElectricEffect = NULL;
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}
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