#include "BloodOrb.h"
#include "EBloodOrbState.h"
#include "Net/UnrealNetwork.h"
#include "BloodOrbFadeComponent.h"

class ADBDPlayer;

void ABloodOrb::OnRep_State(const EBloodOrbState oldState)
{

}

ADBDPlayer* ABloodOrb::GetDroppingPlayer() const
{
	return NULL;
}

void ABloodOrb::Authority_OnDropFinished()
{

}

void ABloodOrb::Authority_DestroyBloodOrb()
{

}

void ABloodOrb::Authority_Despawn()
{

}

void ABloodOrb::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ABloodOrb, _droppingPlayer);
	DOREPLIFETIME(ABloodOrb, _state);
}

ABloodOrb::ABloodOrb()
{
	this->_despawnDelay = 0.000000;
	this->_state = EBloodOrbState::Invalid;
	this->_fadeComponent = CreateDefaultSubobject<UBloodOrbFadeComponent>(TEXT("FadeComponent"));
}
