Head Mounted VR 2.7
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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. More...
 
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 More...
 
void UpdateMaterial (class UMaterialInterface *NewMaterial)
 Updates the Pickup mesh material More...
 
FORCEINLINE class USkeletalMeshComponent * 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...
 

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. 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_SkeletalMesh
class USceneComponent * RootScene
 Default scene root More...
 
class USkeletalMeshComponent * PickupMesh
 Mesh for picking up. More...
 
- 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: