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