Head Mounted VR 2.7
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AVR_Equipment Class Reference

Player can interact with this class after grab. (Pressing the following buttons: trigger button, A button and B button) More...

#include <VR_Equipment.h>

+ Inheritance diagram for AVR_Equipment:

Public Member Functions

 AVR_Equipment ()
 
virtual void Tick (float DeltaTime) override
 Called every frame. More...
 
virtual void A_Press ()
 
void DoOnAPressed ()
 
virtual void B_Press ()
 
void DoOnBPressed ()
 
virtual void Trigger_Press ()
 
void DoOnTriggerPressed ()
 
FORCEINLINE float GetTurned () 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

bool bturned
 
- 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

Player can interact with this class after grab. (Pressing the following buttons: trigger button, A button and B button)

Note
Use for static mesh. For skeletal mesh use: AVR_Equipment
See also
AVR_EquipmentSkeletal

Constructor & Destructor Documentation

◆ AVR_Equipment()

AVR_Equipment::AVR_Equipment ( )

Member Function Documentation

◆ A_Press()

void AVR_Equipment::A_Press ( )
virtual

◆ B_Press()

void AVR_Equipment::B_Press ( )
virtual

◆ BeginPlay()

void AVR_Equipment::BeginPlay ( )
overrideprotectedvirtual

Called when the game starts or when spawned.

Reimplemented from AVR_StaticMesh.

◆ DoOnAPressed()

void AVR_Equipment::DoOnAPressed ( )

◆ DoOnBPressed()

void AVR_Equipment::DoOnBPressed ( )

◆ DoOnTriggerPressed()

void AVR_Equipment::DoOnTriggerPressed ( )

◆ GetTurned()

FORCEINLINE float AVR_Equipment::GetTurned ( ) const
inline

◆ Tick()

void AVR_Equipment::Tick ( float  DeltaTime)
overridevirtual

Called every frame.

Reimplemented from AVR_StaticMesh.

◆ Trigger_Press()

void AVR_Equipment::Trigger_Press ( )
virtual

Member Data Documentation

◆ bturned

bool AVR_Equipment::bturned
protected

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