68 lines
2.5 KiB
C++
Executable file
68 lines
2.5 KiB
C++
Executable file
#include "CommunicationComponent.h"
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#include "Templates/SubclassOf.h"
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void UCommunicationComponent::ShoutCustomOrDefault(UDialogDataAsset* CustomShout, EShoutType DefaultShout) {
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}
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void UCommunicationComponent::ShoutCustomLocalOnly(UDialogDataAsset* NewShout) {
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}
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void UCommunicationComponent::ShoutCustomClosestDwarf(UObject* WorldContext, UDialogDataAsset* NewShout, FVector TargetLocation) {
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}
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void UCommunicationComponent::ShoutCustom(UDialogDataAsset* NewShout) {
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}
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void UCommunicationComponent::Shout(EShoutType NewShout) {
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}
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void UCommunicationComponent::SetMissionControlPaused(bool IsPaused) {
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}
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void UCommunicationComponent::ServerShout_Implementation(UDialogDataAsset* NewShout) {
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}
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void UCommunicationComponent::ServerMissionShout_Implementation(UDialogDataAsset* NewShout, int32 Index, bool bPriority) {
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}
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UAudioComponent* UCommunicationComponent::PlayPitchedByClass(UObject* WorldContextObject, TSubclassOf<APlayerCharacter> CharacterClass, USoundBase* Sound, UDialogDataAsset* NewShout, EShoutType ShoutType, UAudioComponent* AudioComponent) {
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return NULL;
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}
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void UCommunicationComponent::PlayPitchedAsync(UDialogDataAsset* NewShout, EShoutType ShoutType, bool IgnoreCoolDown, UAudioComponent* AudioComponent, UObject* WorldContextObject, float shoutVolumeMultiplier, EAsyncLoadPriority Priority) {
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}
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UAudioComponent* UCommunicationComponent::PlayPitched(USoundBase* Sound, UDialogDataAsset* NewShout, EShoutType ShoutType, bool IgnoreCoolDown, UAudioComponent* AudioComponent, UObject* WorldContextObject) {
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return NULL;
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}
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int32 UCommunicationComponent::MissionShoutLocally(UObject* WorldContext, UDialogDataAsset* NewShout) {
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return 0;
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}
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void UCommunicationComponent::MissionShout(UObject* WorldContext, UDialogDataAsset* NewShout, bool bPriority) {
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}
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bool UCommunicationComponent::IsMissionControlSpeaking() const {
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return false;
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}
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void UCommunicationComponent::ClientShout_Implementation(APlayerCharacter* Sender, UDialogDataAsset* NewShout, int32 Index) {
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}
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void UCommunicationComponent::ClientMissionShout_Implementation(UDialogDataAsset* NewShout, int32 Index, bool bPriority) {
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}
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UCommunicationComponent::UCommunicationComponent() {
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this->ShoutingEnabled = true;
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this->ShoutWidgetType = NULL;
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this->CharacterShouts = NULL;
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this->PitchMultiplier = 1.00f;
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this->MinShoutDelay = 1.00f;
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this->CloseRangeShoutDistance = 1500.00f;
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this->bMissionControlPaused = false;
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this->MissionControlAudioComponent = NULL;
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this->Character = NULL;
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this->LastShout = NULL;
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}
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