#include "KnightOrderComponent.h"
#include "GameplayTagContainer.h"
#include "GameEventData.h"
#include "Net/UnrealNetwork.h"

void UKnightOrderComponent::OnGameEventDispatched(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void UKnightOrderComponent::OnCurrentInteractionFinished()
{

}

bool UKnightOrderComponent::IsObservingDrawPatrolActorOrKiller() const
{
	return false;
}

float UKnightOrderComponent::GetTargetingRange() const
{
	return 0.0f;
}

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

	DOREPLIFETIME(UKnightOrderComponent, _possiblyTargetableObjects);
}

UKnightOrderComponent::UKnightOrderComponent()
{
	this->_showTargetableAura = true;
	this->_palletOrderClass = NULL;
	this->_killerBreakPalletClass = NULL;
	this->_generatorOrderClass = NULL;
	this->_killerBreakGeneratorClass = NULL;
	this->_breakableOrderClass = NULL;
	this->_killerBreakBreakableClass = NULL;
	this->_updateRate = 0.250000;
	this->_maxTargetingAngle = 15.000000;
	this->_downRaycastLength = 80.000000;
}
