Head Mounted VR 2.5
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AVR_StabWeapon Class Reference

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. 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_GrabComponentGrabComponent
 

Detailed Description

This class can be used for knifes, swords etc

Constructor & Destructor Documentation

◆ AVR_StabWeapon()

AVR_StabWeapon::AVR_StabWeapon ( )

Member Function Documentation

◆ BeginPlay()

void AVR_StabWeapon::BeginPlay ( )
overrideprotectedvirtual

Called when the game starts or when spawned.

Reimplemented from AVR_StaticMesh.

◆ DoOnStabing()

void AVR_StabWeapon::DoOnStabing ( float  Damage,
uint8  CurrentDamageStep,
AActor *  HitActor,
UPrimitiveComponent *  HitComponent,
FName  HitBoneName 
)

◆ Tick()

void AVR_StabWeapon::Tick ( float  DeltaTime)
overridevirtual

Called every frame.

Reimplemented from AVR_StaticMesh.

Member Data Documentation

◆ bCanStuck

bool AVR_StabWeapon::bCanStuck
protected

◆ CheckStabImpulse

bool AVR_StabWeapon::CheckStabImpulse
protected

◆ CurrentDamageSteps

uint8 AVR_StabWeapon::CurrentDamageSteps
protected

◆ DamageForOneStep

float AVR_StabWeapon::DamageForOneStep
protected

◆ DamageSteps

uint8 AVR_StabWeapon::DamageSteps
protected

◆ Friction

float AVR_StabWeapon::Friction
protected

◆ ImpactForce

float AVR_StabWeapon::ImpactForce
protected

◆ MaxDamage

float AVR_StabWeapon::MaxDamage
protected

◆ RelativeComponentHitLocation

FVector AVR_StabWeapon::RelativeComponentHitLocation
protected

◆ StabCenter

FVector AVR_StabWeapon::StabCenter
protected

◆ StabDirection

FVector AVR_StabWeapon::StabDirection
protected

◆ Stabed

bool AVR_StabWeapon::Stabed
protected

◆ StabedActor

AActor* AVR_StabWeapon::StabedActor
protected

◆ StabedBoneName

FName AVR_StabWeapon::StabedBoneName
protected

◆ StabedComponent

UPrimitiveComponent* AVR_StabWeapon::StabedComponent
protected

◆ StabLimit

float AVR_StabWeapon::StabLimit
protected

◆ StabStepLength

float AVR_StabWeapon::StabStepLength
protected

◆ StabTag

FName AVR_StabWeapon::StabTag
protected

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