Head Mounted VR 2.5
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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 More...
 
virtual bool Fire ()
 Fire a Bullet. Returns "True" if bullet firs first time. More...
 
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 More...
 
void UpdateMaterial (class UMaterialInterface *NewMaterial)
 Updates the Pickup mesh material More...
 
void UpdateMass (float NewMass)
 Updates the mass on the object More...
 
FORCEINLINE class UStaticMeshComponent * GetPickupMesh () const
 Get Pickup Mesh More...
 
virtual void Tick (float DeltaTime) override
 Called every frame. More...
 
- Public Member Functions inherited from AVR_Actor
 AVR_Actor ()
 
virtual void Tick (float DeltaTime) override
 
virtual bool IsColliding_Implementation ()
 
void OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit)
 
- Public Member Functions inherited from IVR_InteractionInterface
bool IsGrabbed ()
 
bool CanPullGrab ()
 
void Grab (class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle)
 Used for interaction with objects such as door More...
 
bool IsColliding ()
 
void Drop (class UVR_HandComponent *MotionController)
 Stop object interaction More...
 
void Shoot ()
 
bool IsHeldBy (class UVR_HandComponent *MotionController)
 Indetify if object is held by MotionController More...
 
bool CanNonVRInteract ()
 
bool ForceCheckForGrabComponents ()
 
void NonVRInteraction (AVR_Player *Player)
 
bool IsNonVRInteractTillStop ()
 
void Stop_NonVRInteraction (AVR_Player *Player)
 Stop object interaction More...
 

Protected Member Functions

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

Protected Attributes

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