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Head Mounted VR 3.0
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Door can be used as big door or as small door for the closets. More...
#include <VR_Door.h>
Inheritance diagram for AVR_Door: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 | |
| bool | IsGrabbed () |
| bool | CanPullGrab () |
| void | Grab (class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle) |
| Used for interaction with objects such as door. | |
| bool | IsColliding () |
| void | Drop (class UVR_HandComponent *MotionController) |
| Stop object interaction. | |
| void | Shoot () |
| bool | IsHeldBy (class UVR_HandComponent *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 |
Protected Member Functions inherited from AVR_Actor | |
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 |