Head Mounted VR 2.5
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#include <VR_InventoryBox.h>
Public Member Functions | |
virtual void | BeginPlay () override |
FORCEINLINE AActor * | GetJustOverlapedActor () const |
FORCEINLINE int | GetMaximumCapacity () const |
FORCEINLINE int | GetStoredNum () const |
FORCEINLINE EInventoryBoxType | GetInventoryType () const |
FORCEINLINE EInventorySizeTypes | GetSizeType () const |
FORCEINLINE bool | GetDestroyActorWhenIn () const |
FORCEINLINE TArray< AActor * > | GetStoredActors () const |
FORCEINLINE AActor * | GetStoredActor () const |
FORCEINLINE TArray< TSubclassOf< AActor > > | GetActorClasses () const |
FORCEINLINE TSubclassOf< AActor > | GetActorClass () const |
FORCEINLINE bool | IsSomeThingIn () const |
void | OnOverlapBegin (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
On camera GetCapsuleComponent() Overlap begin. More... | |
void | OnOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
On camera GetCapsuleComponent() Overlap end. More... | |
bool | PutActorIn (AActor *Actor) |
AActor * | TakeActor (FVector TakeLocation) |
bool | ActorHasAccess (AActor *Actor) |
bool | IsEnoughSpace () |
Public Attributes | |
FComponentItemPut | OnComponentItemPut |
FComponentItemTake | OnComponentItemTake |
Protected Member Functions | |
UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Settings | Inventory", meta=(EditCondition="InventoryType == EInventoryBoxType::Freezer && bSnapItem == true && (SizeType == EInventorySizeTypes::Single)", EditConditionHides)) FTransform SnapTransform | |
Protected Attributes | |
EInventoryBoxType | InventoryType |
EInventorySizeTypes | SizeType |
int | MaximumCapacity |
bool | bOnlyActorsOfClass |
TArray< TSubclassOf< AActor > > | OnlyActorsOfClassArray |
bool | bDestroyActorWhenIn |
bool | bSnapItem |
TArray< FTransform > | SnapTransforms |
TArray< bool > | TakenTransforms |
This is an Inventory component which allows user to store items in it. Simply put in or grabbing items from it.
bool UVR_InventoryBox::ActorHasAccess | ( | AActor * | Actor | ) |
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bool UVR_InventoryBox::IsEnoughSpace | ( | ) |
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void UVR_InventoryBox::OnOverlapBegin | ( | class UPrimitiveComponent * | OverlappedComp, |
class AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex, | ||
bool | bFromSweep, | ||
const FHitResult & | SweepResult | ||
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On camera GetCapsuleComponent() Overlap begin.
void UVR_InventoryBox::OnOverlapEnd | ( | class UPrimitiveComponent * | OverlappedComp, |
class AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex | ||
) |
On camera GetCapsuleComponent() Overlap end.
bool UVR_InventoryBox::PutActorIn | ( | AActor * | Actor | ) |
AActor * UVR_InventoryBox::TakeActor | ( | FVector | TakeLocation | ) |
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FComponentItemPut UVR_InventoryBox::OnComponentItemPut |
FComponentItemTake UVR_InventoryBox::OnComponentItemTake |
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