Head Mounted VR 2.0
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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.
 
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.
 
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.
 
- 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

bool bturned
 
- 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

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: