Head Mounted VR 3.0
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AVR_EquipmentSkeletal Class Reference

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

#include <VR_EquipmentSkeletal.h>

+ Inheritance diagram for AVR_EquipmentSkeletal:

Public Member Functions

 AVR_EquipmentSkeletal ()
 
virtual void Tick (float DeltaTime) override
 Called every frame.
 
virtual void A_Press ()
 
virtual void UpdateAnimation ()
 
void DoOnAPressed ()
 
virtual void B_Press ()
 
void DoOnBPressed ()
 
virtual void Trigger_Press ()
 
void DoOnTriggerPressed ()
 
virtual void Thumbstick_Press ()
 
void DoOnThumbstickPressed ()
 
virtual void Thumbstick_Change (float ValueX, float ValueY)
 
void DoOnThumbstickChange (float ValueX, float ValueY)
 
FORCEINLINE float GetTurned () const
 
- Public Member Functions inherited from AVR_SkeletalMesh
 AVR_SkeletalMesh ()
 
void UpdateModel (class USkeletalMesh *NewMesh)
 Updates the Pickup mesh model.
 
void UpdateMaterial (class UMaterialInterface *NewMaterial)
 Updates the Pickup mesh material.
 
FORCEINLINE class USkeletalMeshComponent * 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
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 UVR_EquipmentAnimationInstanceEquipmentAnimationInstance
 
- Public Attributes inherited from AVR_SkeletalMesh
class UVR_GrabComponentGrabComponent
 

Protected Member Functions

virtual void BeginPlay () override
 Called when the game starts or when spawned.
 
- Protected Member Functions inherited from AVR_SkeletalMesh
- Protected Member Functions inherited from AVR_Actor

Protected Attributes

bool bturned
 
- Protected Attributes inherited from AVR_SkeletalMesh
class USceneComponent * RootScene
 Default scene root.
 
class USkeletalMeshComponent * PickupMesh
 Mesh for picking up.
 
- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Detailed Description

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

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

Constructor & Destructor Documentation

◆ AVR_EquipmentSkeletal()

AVR_EquipmentSkeletal::AVR_EquipmentSkeletal ( )

Member Function Documentation

◆ A_Press()

void AVR_EquipmentSkeletal::A_Press ( )
virtual

◆ B_Press()

void AVR_EquipmentSkeletal::B_Press ( )
virtual

◆ BeginPlay()

void AVR_EquipmentSkeletal::BeginPlay ( )
overrideprotectedvirtual

Called when the game starts or when spawned.

Reimplemented from AVR_SkeletalMesh.

◆ DoOnAPressed()

void AVR_EquipmentSkeletal::DoOnAPressed ( )

◆ DoOnBPressed()

void AVR_EquipmentSkeletal::DoOnBPressed ( )

◆ DoOnThumbstickChange()

void AVR_EquipmentSkeletal::DoOnThumbstickChange ( float ValueX,
float ValueY )

◆ DoOnThumbstickPressed()

void AVR_EquipmentSkeletal::DoOnThumbstickPressed ( )

◆ DoOnTriggerPressed()

void AVR_EquipmentSkeletal::DoOnTriggerPressed ( )

◆ GetTurned()

FORCEINLINE float AVR_EquipmentSkeletal::GetTurned ( ) const
inline

◆ Thumbstick_Change()

void AVR_EquipmentSkeletal::Thumbstick_Change ( float ValueX,
float ValueY )
virtual

◆ Thumbstick_Press()

void AVR_EquipmentSkeletal::Thumbstick_Press ( )
virtual

◆ Tick()

void AVR_EquipmentSkeletal::Tick ( float DeltaTime)
overridevirtual

Called every frame.

Reimplemented from AVR_SkeletalMesh.

◆ Trigger_Press()

void AVR_EquipmentSkeletal::Trigger_Press ( )
virtual

◆ UpdateAnimation()

void AVR_EquipmentSkeletal::UpdateAnimation ( )
virtual

Member Data Documentation

◆ bturned

bool AVR_EquipmentSkeletal::bturned
protected

◆ EquipmentAnimationInstance

class UVR_EquipmentAnimationInstance* AVR_EquipmentSkeletal::EquipmentAnimationInstance

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