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Head Mounted VR 3.0
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This class can be used for knifes, swords etc. More...
#include <VR_StabWeapon.h>
Inheritance diagram for AVR_StabWeapon:Public Member Functions | |
| AVR_StabWeapon () | |
| virtual void | Tick (float DeltaTime) override |
| Called every frame. | |
| 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. | |
| void | UpdateMaterial (class UMaterialInterface *NewMaterial) |
| Updates the Pickup mesh material. | |
| void | UpdateMass (float NewMass) |
| Updates the mass on the object. | |
| FORCEINLINE class UStaticMeshComponent * | 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. | |
Protected Member Functions | |
| virtual void | BeginPlay () override |
| Called when the game starts or when spawned. | |
Protected Member Functions inherited from AVR_StaticMesh | |
Protected Member Functions inherited from AVR_Actor | |
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. | |
| class UStaticMeshComponent * | PickupMesh |
| Mesh for picking up. | |
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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