Head Mounted VR 2.0
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AVR_LeverSlide Class Reference

This is a physic lever slide class with which player can interact. More...

#include <VR_LeverSlide.h>

+ Inheritance diagram for AVR_LeverSlide:

Public Member Functions

 AVR_LeverSlide ()
 
virtual void Tick (float DeltaTime) override
 
- Public Member Functions inherited from AVR_LeverBase
 AVR_LeverBase ()
 
virtual void SetParent (AStaticMeshActor *ParentActor)
 Sets door Parent(Door Frame or smth like that)
 
FORCEINLINE class UStaticMeshComponent * GetMesh () const
 Get Pickup Mesh.
 
void UpdateReturnForce (float Force, float Velocity, float Max_Force)
 This function allows us to change ReturnForce,VelocityStrength,MaxForce variables. You can play with parametrs if you want lever to get back to it's previos position.
 
- 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
 
FORCEINLINE bool IsTurnedOn () const
 

Protected Attributes

float SlideLimit
 
FVector SlideDirection
 
- Protected Attributes inherited from AVR_LeverBase
class USceneComponent * RootScene
 
class UStaticMeshComponent * Body_Mesh
 
class UVR_GrabComponentGrabComponent
 
class UPhysicsConstraintComponent * Body_PhysicsConstraint
 
class AStaticMeshActor * Parent_Actor
 
float ReturnForce
 
float VelocityStrength
 
float MaxForce
 
- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Detailed Description

This is a physic lever slide class with which player can interact.

Note
Works only with the hand physics constraint component. Does not support attach to method.

Constructor & Destructor Documentation

◆ AVR_LeverSlide()

AVR_LeverSlide::AVR_LeverSlide ( )

Member Function Documentation

◆ BeginPlay()

void AVR_LeverSlide::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AVR_LeverBase.

◆ IsTurnedOn()

FORCEINLINE bool AVR_LeverSlide::IsTurnedOn ( ) const
inlineprotected

◆ Tick()

void AVR_LeverSlide::Tick ( float DeltaTime)
overridevirtual

Reimplemented from AVR_LeverBase.

Member Data Documentation

◆ SlideDirection

FVector AVR_LeverSlide::SlideDirection
protected

◆ SlideLimit

float AVR_LeverSlide::SlideLimit
protected

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