155 lines
3.5 KiB
C++
Executable file
155 lines
3.5 KiB
C++
Executable file
#include "GameEvent.h"
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#include "Components/ChildActorComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void AGameEvent::TrySetupGameEvent() {
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}
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void AGameEvent::TriggerEvent() {
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}
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void AGameEvent::StartShout() {
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}
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void AGameEvent::StageObjectiveCompleted() {
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}
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ARessuplyPod* AGameEvent::SpawnEventPod(TSubclassOf<ARessuplyPod> podClass, const FVector& aSpawnLocation, int32 Delay) {
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return NULL;
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}
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AActor* AGameEvent::SpawnEventActor(TSubclassOf<AActor> eventActorClass, const FTransform& aSpawnLocation) {
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return NULL;
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}
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void AGameEvent::SetStageProgress(float Progress) {
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}
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void AGameEvent::SetProgressBarPct(float InPct) {
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}
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void AGameEvent::SetObjectivesPerStage(int32 NewObjectivesPerStage) {
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}
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void AGameEvent::RemoveParticipant(AActor* participant) {
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}
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void AGameEvent::OnStarterObjectUsed(AEventStarterButton* eventStarter) {
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}
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void AGameEvent::OnRep_StageProgress() {
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}
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void AGameEvent::OnRep_ObjectivesPerStage() {
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}
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void AGameEvent::OnRep_IsEventStartersActive() {
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}
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void AGameEvent::OnRep_FailedEvent() {
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}
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void AGameEvent::OnRep_EventStarted() {
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}
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void AGameEvent::OnRep_EventParticipants() {
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}
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bool AGameEvent::IsEventCompleted() const {
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return false;
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}
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bool AGameEvent::IsEventActive() const {
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return false;
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}
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float AGameEvent::GetStageProgress() const {
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return 0.0f;
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}
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bool AGameEvent::GetShowTimeOnHUD() const {
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return false;
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}
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bool AGameEvent::GetShowScoreOnHUD() const {
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return false;
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}
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bool AGameEvent::GetShowProgressBar() const {
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return false;
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}
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FText AGameEvent::GetObjectiveText() const {
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return FText::GetEmpty();
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}
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int32 AGameEvent::GetObjectivesPerStage() const {
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return 0;
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}
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FText AGameEvent::GetEventName() const {
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return FText::GetEmpty();
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}
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bool AGameEvent::GetEventFailed() const {
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return false;
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}
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float AGameEvent::GetDelayUITime() const {
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return 0.0f;
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}
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void AGameEvent::EndShout() {
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}
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FTransform AGameEvent::DebreePositionPoint(AProceduralSetup* Setup, const FVector& fromLocation, float MinDistance, float desiredDistance, UDebrisPositioning* DebrisPositioning, TSubclassOf<AActor> terrainPlacement, float maxPathLength) {
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return FTransform{};
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}
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void AGameEvent::BootUpEvent() {
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}
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void AGameEvent::AddStageProgress(float progressToAdd) {
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}
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void AGameEvent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AGameEvent, StageProgress);
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DOREPLIFETIME(AGameEvent, objectivesPerStage);
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DOREPLIFETIME(AGameEvent, EventStartersActive);
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DOREPLIFETIME(AGameEvent, EventStarted);
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DOREPLIFETIME(AGameEvent, FailedEvent);
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DOREPLIFETIME(AGameEvent, EventParticipants);
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}
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AGameEvent::AGameEvent() {
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this->bGameEventSetup = false;
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this->StartEventObject = CreateDefaultSubobject<UChildActorComponent>(TEXT("StartEventObject"));
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this->EventTriggeredShout = NULL;
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this->EventFinishedShout = NULL;
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this->EventFailedShout = NULL;
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this->EventTriggeredShoutDelay = 0.00f;
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this->EventFinishedShoutDelay = 0.00f;
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this->StageProgress = 0.00f;
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this->TimeLimit = -1.00f;
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this->DelayUITime = 0.00f;
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this->objectivesPerStage = 10;
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this->EventStartersActive = false;
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this->StopScriptedWavesWhileActive = false;
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this->StopNormalWavesWhileActive = false;
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this->EventStarted = false;
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this->FailedEvent = false;
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this->ShowRemainingTimeOnHUD = false;
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this->ShowScoreStatusOnHUD = false;
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this->ShowProgressBar = false;
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this->ProgressBarPct = 0.00f;
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this->SkipEventStarters = false;
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}
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