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Head Mounted VR 3.0
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Weapon class. More...
#include <VR_Weapon.h>
Inheritance diagram for AVR_Weapon:Public Member Functions | |
| 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). | |
| 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). | |
| virtual void | WeaponLocOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
| virtual void | Fire () |
| True if not empty. | |
| 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. | |
| void | SetTriggerPushInt (float Int) |
| Sets trigger push intensivity for the animation. | |
| void | SetHammer_X (float Int) |
| Sets Hamer push intensivity for the animation. | |
| void | SetJustShot (bool JustShoot) |
| Sets bJustShot for the animation. | |
| void | SpawnDecal (FHitResult HitResult) |
| void | SetSaferPressed (bool Status) |
| Sets bSaferPressed for the animation. | |
| FORCEINLINE bool | GetInHandStatus () const |
| Returns true if player is holding a gun. | |
| FORCEINLINE bool | GetJustDroped () const |
| Returns JustDroped status. | |
| 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 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. | |
Public Attributes | |
| class UVR_GrabComponent * | GrabComponent |
| class UVR_WeaponAnimationInstance * | WeaponAnimation |
Protected Member Functions | |
| virtual void | BeginPlay () override |
Protected Member Functions inherited from AVR_Actor | |
Protected Attributes | |
| class UStaticMesh * | Weapon_Icon_Mesh |
| UNiagaraComponent * | LMuzzleParticle |
| Particle Components to spawn. | |
| UNiagaraComponent * | LSmokeParticle |
| UNiagaraComponent * | CImpactParticle |
| uint8 | CurrentCaliber |
| Caliber. | |
| 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 |
| UNiagaraSystem * | MuzzleParticle |
| UNiagaraSystem * | SmokeParticle |
| float | Damage |
| UNiagaraSystem * | ImpactParticle |
| FTransform | PrevTransform |
| bool | bLatsBulletShot |
| UNiagaraSystem * | DefaultParticle |
| Impact particles. | |
| UNiagaraSystem * | DirtParticle |
| UNiagaraSystem * | RockParticle |
| UNiagaraSystem * | SandParticle |
| UNiagaraSystem * | WaterParticle |
| UNiagaraSystem * | GlassParticle |
| UNiagaraSystem * | ClothParticle |
| UNiagaraSystem * | MetalParticle |
| UNiagaraSystem * | WoodParticle |
| UNiagaraSystem * | GrassParticle |
| UNiagaraSystem * | CarpetParticle |
| UNiagaraSystem * | ConcreteParticle |
| UNiagaraSystem * | SnowParticle |
| UNiagaraSystem * | TileParticle |
| UNiagaraSystem * | AsphaltParticle |
| UNiagaraSystem * | BrickParticle |
| UNiagaraSystem * | CardboardParticle |
| UNiagaraSystem * | ClayParticle |
| UNiagaraSystem * | PlasticParticle |
| UNiagaraSystem * | ElectronicsParticle |
| UNiagaraSystem * | SheetRockParticle |
| UNiagaraSystem * | PlasterParticle |
| UNiagaraSystem * | LeavesParticle |
| UNiagaraSystem * | 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 ) |
| 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 ) |
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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