Head Mounted VR 2.0
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Door can be used as big door or as small door for the closets. More...
#include <VR_Door.h>
Public Member Functions | |
AVR_Door () | |
virtual void | Tick (float DeltaTime) override |
void | SetAutoclose (bool auto_close, float Force=50.f, float Velocity=1.f, float Max_Force=0.f) |
Sets auto close door status. | |
void | SetOneSide (bool one_side, bool flip_side) |
Makes door open in one side. | |
void | SetAngleLimit (float angle) |
Sets door angle limit. | |
void | AddActorToIgnore (AStaticMeshActor *ActorToIgnore) |
Adds actors to ingnore to the list. | |
void | ClearActorsToIgnore () |
Clears all ignored actors. | |
void | SetParent (AStaticMeshActor *ParentActor) |
Sets door Parent(Door Frame or smth like that) | |
void | Close (bool fast) |
void | SetIsLocked (bool NewStatus) |
Sets Loked Status. | |
FORCEINLINE bool | GetIsLocked () const |
FORCEINLINE float | GetAngleLimit () const |
FORCEINLINE bool | GetIsOpened () const |
FORCEINLINE bool | GetHashandle () const |
void | OnDoorBeginOverlap (class UPrimitiveComponent *OverlappedComp, AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
void | OnDoorEndOverlap (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
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. | |
Public Attributes | |
class USceneComponent * | RootScene |
class UStaticMeshComponent * | Door_Body |
class UVR_GrabComponent * | Door_GrabComponent |
class USceneComponent * | Handle_Origin |
class UStaticMeshComponent * | Handle |
class UVR_GrabComponent * | Handle_GrabComponent |
class UStaticMeshComponent * | Lock |
class UPhysicsConstraintComponent * | Body_PhysicsConstraint |
class UPhysicsConstraintComponent * | BodyLock_PhysicsConstraint |
class UPhysicsConstraintComponent * | Handle_PhysicsConstraint |
class UAudioComponent * | HandleAudioComponent |
class UAudioComponent * | DoorAudioComponent |
Protected Member Functions | |
virtual void | BeginPlay () override |
Additional Inherited Members | |
Protected Attributes inherited from AVR_Actor | |
bool | bIsColliding = false |
Door can be used as big door or as small door for the closets.
AVR_Door::AVR_Door | ( | ) |
void AVR_Door::AddActorToIgnore | ( | AStaticMeshActor * | ActorToIgnore | ) |
Adds actors to ingnore to the list.
ActorToIgnore |
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overrideprotectedvirtual |
Reimplemented from AVR_Actor.
void AVR_Door::ClearActorsToIgnore | ( | ) |
Clears all ignored actors.
void AVR_Door::Close | ( | bool | fast | ) |
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void AVR_Door::OnDoorBeginOverlap | ( | class UPrimitiveComponent * | OverlappedComp, |
AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex, | ||
bool | bFromSweep, | ||
const FHitResult & | SweepResult ) |
void AVR_Door::OnDoorEndOverlap | ( | class UPrimitiveComponent * | OverlappedComp, |
class AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex ) |
void AVR_Door::SetAngleLimit | ( | float | angle | ) |
Sets door angle limit.
angle |
void AVR_Door::SetAutoclose | ( | bool | auto_close, |
float | Force = 50.f, | ||
float | Velocity = 1.f, | ||
float | Max_Force = 0.f ) |
Sets auto close door status.
auto_close |
void AVR_Door::SetIsLocked | ( | bool | NewStatus | ) |
Sets Loked Status.
NewStatus |
void AVR_Door::SetOneSide | ( | bool | one_side, |
bool | flip_side ) |
Makes door open in one side.
one_side | If true player can open the door only in one side. |
flip_side | Flips sides |
void AVR_Door::SetParent | ( | AStaticMeshActor * | ParentActor | ) |
Sets door Parent(Door Frame or smth like that)
ParentActor |
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overridevirtual |
Reimplemented from AVR_Actor.
class UPhysicsConstraintComponent* AVR_Door::Body_PhysicsConstraint |
class UPhysicsConstraintComponent* AVR_Door::BodyLock_PhysicsConstraint |
class UStaticMeshComponent* AVR_Door::Door_Body |
class UVR_GrabComponent* AVR_Door::Door_GrabComponent |
class UAudioComponent* AVR_Door::DoorAudioComponent |
class UStaticMeshComponent* AVR_Door::Handle |
class UVR_GrabComponent* AVR_Door::Handle_GrabComponent |
class USceneComponent* AVR_Door::Handle_Origin |
class UPhysicsConstraintComponent* AVR_Door::Handle_PhysicsConstraint |
class UAudioComponent* AVR_Door::HandleAudioComponent |
class UStaticMeshComponent* AVR_Door::Lock |
class USceneComponent* AVR_Door::RootScene |