Head Mounted VR 2.7
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UVR_InventoryBox Class Reference

#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. 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
 

Detailed Description

This is an Inventory component which allows user to store items in it. Simply put in or grabbing items from it.

Member Function Documentation

◆ ActorHasAccess()

bool UVR_InventoryBox::ActorHasAccess ( AActor *  Actor)

◆ BeginPlay()

void UVR_InventoryBox::BeginPlay ( )
overridevirtual

◆ GetActorClass()

FORCEINLINE TSubclassOf< AActor > UVR_InventoryBox::GetActorClass ( ) const
inline

◆ GetActorClasses()

FORCEINLINE TArray< TSubclassOf< AActor > > UVR_InventoryBox::GetActorClasses ( ) const
inline

◆ GetDestroyActorWhenIn()

FORCEINLINE bool UVR_InventoryBox::GetDestroyActorWhenIn ( ) const
inline

◆ GetInventoryType()

FORCEINLINE EInventoryBoxType UVR_InventoryBox::GetInventoryType ( ) const
inline

◆ GetJustOverlapedActor()

FORCEINLINE AActor * UVR_InventoryBox::GetJustOverlapedActor ( ) const
inline

◆ GetMaximumCapacity()

FORCEINLINE int UVR_InventoryBox::GetMaximumCapacity ( ) const
inline

◆ GetSizeType()

FORCEINLINE EInventorySizeTypes UVR_InventoryBox::GetSizeType ( ) const
inline

◆ GetStoredActor()

FORCEINLINE AActor * UVR_InventoryBox::GetStoredActor ( ) const
inline

◆ GetStoredActors()

FORCEINLINE TArray< AActor * > UVR_InventoryBox::GetStoredActors ( ) const
inline

◆ GetStoredNum()

FORCEINLINE int UVR_InventoryBox::GetStoredNum ( ) const
inline

◆ IsEnoughSpace()

bool UVR_InventoryBox::IsEnoughSpace ( )

◆ IsSomeThingIn()

FORCEINLINE bool UVR_InventoryBox::IsSomeThingIn ( ) const
inline

◆ OnOverlapBegin()

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.

◆ OnOverlapEnd()

void UVR_InventoryBox::OnOverlapEnd ( class UPrimitiveComponent *  OverlappedComp,
class AActor *  OtherActor,
class UPrimitiveComponent *  OtherComp,
int32  OtherBodyIndex 
)

On camera GetCapsuleComponent() Overlap end.

◆ PutActorIn()

bool UVR_InventoryBox::PutActorIn ( AActor *  Actor)

◆ TakeActor()

AActor * UVR_InventoryBox::TakeActor ( FVector  TakeLocation)

◆ UPROPERTY()

UVR_InventoryBox::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Settings | Inventory",
meta  = (EditCondition="InventoryType == EInventoryBoxType::Freezer && bSnapItem == true && (SizeType == EInventorySizeTypes::Single)", EditConditionHides) 
)
protected

Member Data Documentation

◆ bDestroyActorWhenIn

bool UVR_InventoryBox::bDestroyActorWhenIn
protected

◆ bOnlyActorsOfClass

bool UVR_InventoryBox::bOnlyActorsOfClass
protected

◆ bSnapItem

bool UVR_InventoryBox::bSnapItem
protected

◆ InventoryType

EInventoryBoxType UVR_InventoryBox::InventoryType
protected

◆ MaximumCapacity

int UVR_InventoryBox::MaximumCapacity
protected

◆ OnComponentItemPut

FComponentItemPut UVR_InventoryBox::OnComponentItemPut

◆ OnComponentItemTake

FComponentItemTake UVR_InventoryBox::OnComponentItemTake

◆ OnlyActorsOfClassArray

TArray<TSubclassOf<AActor> > UVR_InventoryBox::OnlyActorsOfClassArray
protected

◆ SizeType

EInventorySizeTypes UVR_InventoryBox::SizeType
protected

◆ SnapTransforms

TArray<FTransform> UVR_InventoryBox::SnapTransforms
protected

◆ TakenTransforms

TArray<bool> UVR_InventoryBox::TakenTransforms
protected

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