#include "TimerObject.h"
#include "ReplicationTimerData.h"
#include "Net/UnrealNetwork.h"

class UTimerObject;
class AActor;

void UTimerObject::OnRep_TimerDataUpdated(FReplicationTimerData oldData)
{

}

bool UTimerObject::IsTimerActive() const
{
	return false;
}

bool UTimerObject::IsPaused() const
{
	return false;
}

bool UTimerObject::IsDone() const
{
	return false;
}

float UTimerObject::GetRemainingTimePercent() const
{
	return 0.0f;
}

float UTimerObject::GetRemainingTime() const
{
	return 0.0f;
}

float UTimerObject::GetElapsedTimePercent() const
{
	return 0.0f;
}

float UTimerObject::GetElapsedTime() const
{
	return 0.0f;
}

float UTimerObject::GetDuration() const
{
	return 0.0f;
}

UTimerObject* UTimerObject::CreateTimer(AActor* owner)
{
	return NULL;
}

void UTimerObject::Authority_Unpause()
{

}

void UTimerObject::Authority_Start(float duration)
{

}

void UTimerObject::Authority_SetPaused(bool paused)
{

}

void UTimerObject::Authority_Pause()
{

}

void UTimerObject::Authority_Clear()
{

}

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

	DOREPLIFETIME(UTimerObject, _replicationData);
}

UTimerObject::UTimerObject()
{

}
