Head Mounted VR 2.7
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Weapon class More...
#include <VR_Weapon.h>
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AVR_Weapon () | |
void | MagLocOverlapBegin (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
Mag overlaps hand begin (if mag overlaping, need for reload). More... | |
virtual void | MagLocOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
Mag overlaps hand end (if mag stop overlaping, need for reload). More... | |
virtual void | WeaponLocOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
virtual void | Fire () |
True if not empty More... | |
void | DoAfterFire (bool IsTraceHit, FHitResult OutTraceHit) |
void | DoAfterEmptyShoot () |
virtual void | ReleaseMag () |
void | DoOnReleaseMag () |
void | DoOnMagIn () |
virtual void | UpdateAnimation () |
void | SetCaliber (uint8 Caliber) |
void | RunJustDropTimer () |
To know when player can put gun to the inventory. More... | |
void | SetTriggerPushInt (float Int) |
Sets trigger push intensivity for the animation More... | |
void | SetHammer_X (float Int) |
Sets Hamer push intensivity for the animation. More... | |
void | SetJustShot (bool JustShoot) |
Sets bJustShot for the animation. More... | |
void | SpawnDecal (FHitResult HitResult) |
void | SetSaferPressed (bool Status) |
Sets bSaferPressed for the animation. More... | |
FORCEINLINE bool | GetInHandStatus () const |
Returns true if player is holding a gun. More... | |
FORCEINLINE bool | GetJustDroped () const |
Returns JustDroped status. More... | |
FORCEINLINE class USkeletalMeshComponent * | GetWeaponMesh () const |
FORCEINLINE class UBoxComponent * | GetMagBox () const |
FORCEINLINE class UPrimitiveComponent * | GetMagAttachToMesh () const |
FORCEINLINE float | GetTriggerPushInt () const |
FORCEINLINE float | GetHammer_X () const |
FORCEINLINE bool | GetJustShot () const |
FORCEINLINE bool | GetSaferPressed () const |
FORCEINLINE uint8 | GetCaliber () const |
FORCEINLINE UStaticMesh * | GetStaticWeaponMesh () const |
FORCEINLINE AActor * | GetCurrentMag () const |
FORCEINLINE float | GetDamage () const |
virtual void | A_Press () |
void | Do_On_A_Press () |
virtual void | B_Press () |
void | Do_On_B_Press () |
void | OnHit (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit) |
virtual void | Tick (float DeltaTime) override |
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... | |
Public Attributes | |
class UVR_GrabComponent * | GrabComponent |
class UVR_WeaponAnimationInstance * | WeaponAnimation |
Protected Member Functions | |
virtual void | BeginPlay () override |
virtual void | BeginPlay () override |
Protected Attributes | |
class UStaticMesh * | Weapon_Icon_Mesh |
uint8 | CurrentCaliber |
Caliber More... | |
bool | bAmmoApplyed |
bool | bJustShoot |
bool | bShootAnim |
bool | bSaferPressed |
bool | bAmmoLeft |
bool | bAllowAmmoIn |
float | ParticleSize |
class USoundBase * | FireSound |
class USoundBase * | EmptySound |
class UPrimitiveComponent * | MagAttachTo_Mesh |
AActor * | CurrentMag |
TSubclassOf< class AVR_WeaponProjectile > | ProjectileClass |
TSubclassOf< class AVR_BulletDecal > | VR_BulletDecalClass |
UParticleSystem * | MuzzleParticle |
UParticleSystem * | SmokeParticle |
float | Damage |
UParticleSystem * | ImpactParticle |
UParticleSystemComponent * | LMuzzleParticle |
Particle Components to spawn. More... | |
UParticleSystemComponent * | LSmokeParticle |
UParticleSystemComponent * | CImpactParticle |
FTransform | PrevTransform |
bool | bLatsBulletShot |
UParticleSystem * | DefaultParticle |
Impact particles More... | |
UParticleSystem * | DirtParticle |
UParticleSystem * | RockParticle |
UParticleSystem * | SandParticle |
UParticleSystem * | WaterParticle |
UParticleSystem * | GlassParticle |
UParticleSystem * | ClothParticle |
UParticleSystem * | MetalParticle |
UParticleSystem * | WoodParticle |
UParticleSystem * | GrassParticle |
UParticleSystem * | CarpetParticle |
UParticleSystem * | ConcreteParticle |
UParticleSystem * | SnowParticle |
UParticleSystem * | TileParticle |
UParticleSystem * | AsphaltParticle |
UParticleSystem * | BrickParticle |
UParticleSystem * | CardboardParticle |
UParticleSystem * | ClayParticle |
UParticleSystem * | PlasticParticle |
UParticleSystem * | ElectronicsParticle |
UParticleSystem * | SheetRockParticle |
UParticleSystem * | PlasterParticle |
UParticleSystem * | LeavesParticle |
UParticleSystem * | BloodParticle |
bool | bJustDroped |
float | fTriggerPushInt |
float | fHammer_X |
class UVR_HandComponent * | P_MotionControllerMain |
class UPhysicsConstraintComponent * | P_PhysicsConstraintMain |
class USkeletalMeshComponent * | P_HandMeshMain |
class UVR_HandComponent * | P_MotionControllerSecond |
class UPhysicsConstraintComponent * | P_PhysicsConstraintSecond |
class USkeletalMeshComponent * | P_HandMeshSecond |
Protected Attributes inherited from AVR_Actor | |
bool | bIsColliding = false |
Weapon class
AVR_Weapon::AVR_Weapon | ( | ) |
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void AVR_Weapon::Do_On_A_Press | ( | ) |
void AVR_Weapon::Do_On_B_Press | ( | ) |
void AVR_Weapon::DoAfterEmptyShoot | ( | ) |
void AVR_Weapon::DoAfterFire | ( | bool | IsTraceHit, |
FHitResult | OutTraceHit | ||
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void AVR_Weapon::DoOnMagIn | ( | ) |
void AVR_Weapon::DoOnReleaseMag | ( | ) |
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True if not empty
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Returns true if player is holding a gun.
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Returns JustDroped status.
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void AVR_Weapon::MagLocOverlapBegin | ( | class UPrimitiveComponent * | OverlappedComp, |
class AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex, | ||
bool | bFromSweep, | ||
const FHitResult & | SweepResult | ||
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Mag overlaps hand begin (if mag overlaping, need for reload).
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Mag overlaps hand end (if mag stop overlaping, need for reload).
void AVR_Weapon::OnHit | ( | UPrimitiveComponent * | HitComponent, |
AActor * | OtherActor, | ||
UPrimitiveComponent * | OtherComp, | ||
FVector | normalImpulse, | ||
const FHitResult & | Hit | ||
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void AVR_Weapon::RunJustDropTimer | ( | ) |
To know when player can put gun to the inventory.
void AVR_Weapon::SetCaliber | ( | uint8 | Caliber | ) |
Caliber |
void AVR_Weapon::SetHammer_X | ( | float | Int | ) |
Sets Hamer push intensivity for the animation.
void AVR_Weapon::SetJustShot | ( | bool | JustShoot | ) |
Sets bJustShot for the animation.
void AVR_Weapon::SetSaferPressed | ( | bool | Status | ) |
Sets bSaferPressed for the animation.
void AVR_Weapon::SetTriggerPushInt | ( | float | Int | ) |
Sets trigger push intensivity for the animation
void AVR_Weapon::SpawnDecal | ( | FHitResult | HitResult | ) |
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Caliber
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Impact particles
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Sound to play each time we fire Empty Gun
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Sound to play each time we fire
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class UVR_GrabComponent* AVR_Weapon::GrabComponent |
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Particle Components to spawn.
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Projectile class to spawn
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Decal class to spawn
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class UVR_WeaponAnimationInstance* AVR_Weapon::WeaponAnimation |
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