Head Mounted VR 2.5
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AVR_HandInventory Class Reference

Inventory class which is attached to the players hand More...

#include <VR_HandInventory.h>

+ Inheritance diagram for AVR_HandInventory:

Public Member Functions

 AVR_HandInventory ()
 
virtual void Tick (float DeltaTime) override
 
bool PutInInventory (AActor *Actor)
 
bool GetItem (TSubclassOf< class AActor > &Class, int &ifammo)
 
void UpdateVisuals ()
 
void SpawnStaticMeshActor (const FVector &InLocation, UStaticMesh *NewMesh)
 
void ActivateInventory ()
 Show inventory More...
 
void DisableInventory ()
 Hide inventory More...
 
void ChangeSelection (bool direction)
 
void SetParentMC (USceneComponent *Component)
 
void SetInventory (TArray< TSubclassOf< class AActor > > NewInventoryActors, TArray< UStaticMesh * > NewInventoryMeshes)
 
FORCEINLINE bool IsInventoryOn () const
 
FORCEINLINE TArray< TSubclassOf< class AActor > > GetInventoryActors () const
 
FORCEINLINE TArray< UStaticMesh * > GetInventoryMeshes () const
 

Public Attributes

int MaxSlots
 
int UsedSlots
 
float FromCenterSlotDistance
 
float ItemsScale
 
float ItemRotationPitchValue
 
float ItemRotationYawValue
 
float ItemRotationRollValue
 
bool WeaponIn
 
int lastammo
 
USceneComponent * ParentMC
 
TArray< TSubclassOf< class AActor > > InventoryActors
 
TArray< UStaticMesh * > InventoryMeshes
 
TArray< AStaticMeshActor * > InventoryMeshesActors
 
int SelecteSlot
 
bool bIsInventoryOn
 

Protected Member Functions

virtual void BeginPlay () override
 

Detailed Description

Inventory class which is attached to the players hand

Constructor & Destructor Documentation

◆ AVR_HandInventory()

AVR_HandInventory::AVR_HandInventory ( )

Member Function Documentation

◆ ActivateInventory()

void AVR_HandInventory::ActivateInventory ( )

Show inventory

◆ BeginPlay()

void AVR_HandInventory::BeginPlay ( )
overrideprotectedvirtual

◆ ChangeSelection()

void AVR_HandInventory::ChangeSelection ( bool  direction)

◆ DisableInventory()

void AVR_HandInventory::DisableInventory ( )

Hide inventory

◆ GetInventoryActors()

FORCEINLINE TArray< TSubclassOf< class AActor > > AVR_HandInventory::GetInventoryActors ( ) const
inline

◆ GetInventoryMeshes()

FORCEINLINE TArray< UStaticMesh * > AVR_HandInventory::GetInventoryMeshes ( ) const
inline

◆ GetItem()

bool AVR_HandInventory::GetItem ( TSubclassOf< class AActor > &  Class,
int &  ifammo 
)

◆ IsInventoryOn()

FORCEINLINE bool AVR_HandInventory::IsInventoryOn ( ) const
inline

◆ PutInInventory()

bool AVR_HandInventory::PutInInventory ( AActor *  Actor)

◆ SetInventory()

void AVR_HandInventory::SetInventory ( TArray< TSubclassOf< class AActor > >  NewInventoryActors,
TArray< UStaticMesh * >  NewInventoryMeshes 
)

◆ SetParentMC()

void AVR_HandInventory::SetParentMC ( USceneComponent *  Component)

◆ SpawnStaticMeshActor()

void AVR_HandInventory::SpawnStaticMeshActor ( const FVector &  InLocation,
UStaticMesh *  NewMesh 
)

◆ Tick()

void AVR_HandInventory::Tick ( float  DeltaTime)
overridevirtual

◆ UpdateVisuals()

void AVR_HandInventory::UpdateVisuals ( )

Member Data Documentation

◆ bIsInventoryOn

bool AVR_HandInventory::bIsInventoryOn

◆ FromCenterSlotDistance

float AVR_HandInventory::FromCenterSlotDistance

◆ InventoryActors

TArray<TSubclassOf<class AActor> > AVR_HandInventory::InventoryActors

◆ InventoryMeshes

TArray<UStaticMesh*> AVR_HandInventory::InventoryMeshes

◆ InventoryMeshesActors

TArray<AStaticMeshActor*> AVR_HandInventory::InventoryMeshesActors

◆ ItemRotationPitchValue

float AVR_HandInventory::ItemRotationPitchValue

◆ ItemRotationRollValue

float AVR_HandInventory::ItemRotationRollValue

◆ ItemRotationYawValue

float AVR_HandInventory::ItemRotationYawValue

◆ ItemsScale

float AVR_HandInventory::ItemsScale

◆ lastammo

int AVR_HandInventory::lastammo

◆ MaxSlots

int AVR_HandInventory::MaxSlots

◆ ParentMC

USceneComponent* AVR_HandInventory::ParentMC

◆ SelecteSlot

int AVR_HandInventory::SelecteSlot

◆ UsedSlots

int AVR_HandInventory::UsedSlots

◆ WeaponIn

bool AVR_HandInventory::WeaponIn

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