Head Mounted VR 2.0
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AVR_AmmoRound Class Reference

Bullet class. More...

#include <VR_AmmoRound.h>

+ Inheritance diagram for AVR_AmmoRound:

Public Member Functions

 AVR_AmmoRound ()
 
void SetCaliber (uint8 NewCaliber)
 Set Bullet Caliber.
 
virtual bool Fire ()
 Fire a Bullet. Returns "True" if bullet firs first time.
 
FORCEINLINE uint8 GetCaliber () const
 
FORCEINLINE bool GetSheel () const
 
- Public Member Functions inherited from AVR_StaticMesh
 AVR_StaticMesh ()
 
void UpdateModel (class UStaticMesh *NewMesh)
 Updates the Pickup mesh model.
 
void UpdateMaterial (class UMaterialInterface *NewMaterial)
 Updates the Pickup mesh material.
 
void UpdateMass (float NewMass)
 Updates the mass on the object.
 
FORCEINLINE class UStaticMeshComponent * GetPickupMesh () const
 Get Pickup Mesh.
 
virtual void Tick (float DeltaTime) override
 Called every frame.
 
- Public Member Functions inherited from AVR_Actor
 AVR_Actor ()
 
virtual bool IsColliding_Implementation ()
 
void OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit)
 
- Public Member Functions inherited from IVR_InteractionInterface
void Pickup (class AActor *VR_MotionConttroller, class USceneComponent *MotionController, class UPhysicsConstraintComponent *PickPhysicsConstraint, class USkeletalMeshComponent *RealHandMesh, EControllerHand CurrentHand)
 
void Drop (class UPhysicsConstraintComponent *PickPhysicsConstraint)
 
bool IsGrabbed ()
 
bool CanPullGrab ()
 
void Interaction (class AVR_Hands *MotionController, bool &HandleStatus, bool bFroceAttachHandle)
 Used for interaction with objects such as door.
 
bool IsColliding ()
 
void Stop_Interaction (class AVR_Hands *MotionController)
 Stop object interaction.
 
void Shoot ()
 
bool IsHeldBy (class AVR_Hands *MotionController)
 Indetify if object is held by MotionController.
 
bool CanNonVRInteract ()
 
bool ForceCheckForGrabComponents ()
 
void NonVRInteraction (AVR_Player *Player)
 
bool IsNonVRInteractTillStop ()
 
void Stop_NonVRInteraction (AVR_Player *Player)
 Stop object interaction.
 

Protected Member Functions

virtual void BeginPlay () override
 Called when the game starts or when spawned.
 

Protected Attributes

class UStaticMeshComponent * BulletShellMesh
 
bool bAttacched
 True -> If bullet is Attacched.
 
bool bSheel
 If bullet is Fired.
 
uint8 Caliber
 Ammo Caliber.
 
- Protected Attributes inherited from AVR_StaticMesh
class USceneComponent * RootScene
 Default scene root.
 
class UStaticMeshComponent * PickupMesh
 Mesh for picking up.
 
- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Additional Inherited Members

- Public Attributes inherited from AVR_StaticMesh
class UVR_GrabComponentGrabComponent
 

Detailed Description

Bullet class.

Constructor & Destructor Documentation

◆ AVR_AmmoRound()

AVR_AmmoRound::AVR_AmmoRound ( )

Member Function Documentation

◆ BeginPlay()

void AVR_AmmoRound::BeginPlay ( )
overrideprotectedvirtual

Called when the game starts or when spawned.

Reimplemented from AVR_StaticMesh.

◆ Fire()

bool AVR_AmmoRound::Fire ( )
virtual

Fire a Bullet. Returns "True" if bullet firs first time.

◆ GetCaliber()

FORCEINLINE uint8 AVR_AmmoRound::GetCaliber ( ) const
inline

◆ GetSheel()

FORCEINLINE bool AVR_AmmoRound::GetSheel ( ) const
inline

◆ SetCaliber()

void AVR_AmmoRound::SetCaliber ( uint8 NewCaliber)

Set Bullet Caliber.

Parameters
NewCaliber

Member Data Documentation

◆ bAttacched

bool AVR_AmmoRound::bAttacched
protected

True -> If bullet is Attacched.

◆ bSheel

bool AVR_AmmoRound::bSheel
protected

If bullet is Fired.

◆ BulletShellMesh

class UStaticMeshComponent* AVR_AmmoRound::BulletShellMesh
protected

◆ Caliber

uint8 AVR_AmmoRound::Caliber
protected

Ammo Caliber.


The documentation for this class was generated from the following files: