Head Mounted VR 2.7
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This class can be used for knifes, swords etc More...
#include <VR_StabWeapon.h>
Public Member Functions | |
AVR_StabWeapon () | |
virtual void | Tick (float DeltaTime) override |
Called every frame. More... | |
void | DoOnStabing (float Damage, uint8 CurrentDamageStep, AActor *HitActor, UPrimitiveComponent *HitComponent, FName HitBoneName) |
Public Member Functions inherited from AVR_StaticMesh | |
AVR_StaticMesh () | |
void | UpdateModel (class UStaticMesh *NewMesh) |
Updates the Pickup mesh model More... | |
void | UpdateMaterial (class UMaterialInterface *NewMaterial) |
Updates the Pickup mesh material More... | |
void | UpdateMass (float NewMass) |
Updates the mass on the object More... | |
FORCEINLINE class UStaticMeshComponent * | 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... | |
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 | Stabed |
uint8 | DamageSteps |
uint8 | CurrentDamageSteps |
float | DamageForOneStep |
FVector | RelativeComponentHitLocation |
float | MaxDamage |
float | StabLimit |
float | StabStepLength |
FName | StabTag |
bool | bCanStuck |
FName | StabedBoneName |
float | Friction |
bool | CheckStabImpulse |
float | ImpactForce |
FVector | StabDirection |
FVector | StabCenter |
AActor * | StabedActor |
UPrimitiveComponent * | StabedComponent |
Protected Attributes inherited from AVR_StaticMesh | |
class USceneComponent * | RootScene |
Default scene root More... | |
class UStaticMeshComponent * | PickupMesh |
Mesh for picking up. More... | |
Protected Attributes inherited from AVR_Actor | |
bool | bIsColliding = false |
Additional Inherited Members | |
Public Attributes inherited from AVR_StaticMesh | |
class UVR_GrabComponent * | GrabComponent |
This class can be used for knifes, swords etc
AVR_StabWeapon::AVR_StabWeapon | ( | ) |
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overrideprotectedvirtual |
Called when the game starts or when spawned.
Reimplemented from AVR_StaticMesh.
void AVR_StabWeapon::DoOnStabing | ( | float | Damage, |
uint8 | CurrentDamageStep, | ||
AActor * | HitActor, | ||
UPrimitiveComponent * | HitComponent, | ||
FName | HitBoneName | ||
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overridevirtual |
Called every frame.
Reimplemented from AVR_StaticMesh.
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