#include "BlightPowerStateComponent.h"
#include "EWallGrabState.h"
#include "Net/UnrealNetwork.h"

class UTimerObject;
class UBlightPowerState;

void UBlightPowerStateComponent::Server_SetWallGrabState_Implementation(const EWallGrabState newState)
{

}

void UBlightPowerStateComponent::OnRep_StateTimer()
{

}

void UBlightPowerStateComponent::OnRep_DashTokens() const
{

}

void UBlightPowerStateComponent::OnLevelReadyToPlay()
{

}

void UBlightPowerStateComponent::Multicast_SetWallGrabState_Implementation(const EWallGrabState newState)
{

}

float UBlightPowerStateComponent::GetStateTimeRemaining() const
{
	return 0.0f;
}

UTimerObject* UBlightPowerStateComponent::GetStateTimer() const
{
	return NULL;
}

float UBlightPowerStateComponent::GetStateTimeElapsed() const
{
	return 0.0f;
}

UBlightPowerState* UBlightPowerStateComponent::GetPowerStateByEnum(const EWallGrabState stateEnum) const
{
	return NULL;
}

EWallGrabState UBlightPowerStateComponent::GetPowerState() const
{
	return EWallGrabState::None;
}

float UBlightPowerStateComponent::GetLookAngleDegrees() const
{
	return 0.0f;
}

UBlightPowerState* UBlightPowerStateComponent::GetCurrentPowerState() const
{
	return NULL;
}

bool UBlightPowerStateComponent::CanDash() const
{
	return false;
}

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

	DOREPLIFETIME(UBlightPowerStateComponent, _stateTimer);
	DOREPLIFETIME(UBlightPowerStateComponent, _dashTokens);
}

UBlightPowerStateComponent::UBlightPowerStateComponent()
{
	this->_dashTokens = 0;
}
