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Head Mounted VR 3.0
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#include <VR_InventoryBox.h>
Inheritance diagram for UVR_InventoryBox: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. | |
| void | OnOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
| On camera GetCapsuleComponent() Overlap end. | |
| 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 ) |
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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