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

class ALanternInteractable;

void ULunarEventComponent::OnRep_lanternCollectedCount()
{

}

void ULunarEventComponent::OnLanternHoldTimerEnd()
{

}

void ULunarEventComponent::OnFinishedPlaying(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void ULunarEventComponent::Multicast_ResetLanternLight_Implementation(ALanternInteractable* lanternInteractable)
{

}

void ULunarEventComponent::Local_OnCamperLostLantern(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void ULunarEventComponent::Local_OnCamperEscape(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void ULunarEventComponent::Authority_OnSlasherDestroysLantern(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void ULunarEventComponent::Authority_OnPlayerLeaveGame(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void ULunarEventComponent::Authority_OnPickupLantern(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void ULunarEventComponent::Authority_OnFixGenerator(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void ULunarEventComponent::Authority_OnDestroyCamperLightGameEvent(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void ULunarEventComponent::Authority_OnCamperLostLantern(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

void ULunarEventComponent::Authority_OnCamperEscape(FGameplayTag gameEventType, const FGameEventData& gameEventData)
{

}

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

	DOREPLIFETIME(ULunarEventComponent, _lanternCollectedCount);
	DOREPLIFETIME(ULunarEventComponent, _additionalEventProgressCount);
}

ULunarEventComponent::ULunarEventComponent()
{
	this->_lanternCollectedCount = 0;
	this->_additionalEventProgressCount = 0;
}
