49 lines
1.3 KiB
C++
Executable file
49 lines
1.3 KiB
C++
Executable file
#include "ResourcesComponent.h"
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#include "Net/UnrealNetwork.h"
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void UResourcesComponent::ResourceIncreased(UCappedResource* Resource, float Delta) {
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}
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void UResourcesComponent::ResourceFull(UCappedResource* Resource) {
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}
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void UResourcesComponent::ResourceChanged(UCappedResource* Resource, float currentAmount) {
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}
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void UResourcesComponent::OnRep_Resources() {
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}
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int32 UResourcesComponent::GetXPFromResourceMap(const TMap<UResourceData*, float>& NewResources) {
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return 0;
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}
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int32 UResourcesComponent::GetXpFromMining() const {
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return 0;
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}
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TMap<UResourceData*, float> UResourcesComponent::GetSeparateResourcesFromMap(const TMap<UResourceData*, float>& NewResources) {
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return TMap<UResourceData*, float>();
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}
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UCappedResource* UResourcesComponent::GetResource(UResourceData* Data, bool createIfAmountIsZero) {
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return NULL;
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}
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float UResourcesComponent::GetCapacityPct() const {
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return 0.0f;
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}
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TArray<UCappedResource*> UResourcesComponent::GetAllResources() {
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return TArray<UCappedResource*>();
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}
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void UResourcesComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UResourcesComponent, Resources);
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}
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UResourcesComponent::UResourcesComponent() {
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this->ResourceCap = -1.00f;
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}
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