Class FVRFireArmChamber
- Namespace
- FistVR
- Assembly
- Assembly-CSharp.dll
public class FVRFireArmChamber : FVRInteractiveObject
- Inheritance
-
FVRFireArmChamber
- Inherited Members
-
Constructors
FVRFireArmChamber()
public FVRFireArmChamber()
Fields
AutoChamberClass
public FireArmRoundClass AutoChamberClass
Field Value
- FireArmRoundClass
ChamberVelocityMultiplier
public float ChamberVelocityMultiplier
Field Value
- float
DoesAutoChamber
public bool DoesAutoChamber
Field Value
- bool
Firearm
public FVRFireArm Firearm
Field Value
- FVRFireArm
IsAccessible
Field Value
- bool
IsFull
Field Value
- bool
IsManuallyChamberable
public bool IsManuallyChamberable
Field Value
- bool
public bool IsManuallyExtractable
Field Value
- bool
IsSpent
Field Value
- bool
LoadedPhys
public GameObject LoadedPhys
Field Value
- GameObject
OverrideAudioSet
public FVRFirearmAudioSet OverrideAudioSet
Field Value
- FVRFirearmAudioSet
ProxyMesh
public MeshFilter ProxyMesh
Field Value
- MeshFilter
ProxyRenderer
public MeshRenderer ProxyRenderer
Field Value
- MeshRenderer
ProxyRound
public Transform ProxyRound
Field Value
- Transform
RoundType
[SearchableEnum]
public FireArmRoundType RoundType
Field Value
- FireArmRoundType
Methods
Autochamber(FireArmRoundClass)
public void Autochamber(FireArmRoundClass frClass)
Parameters
frClass
FireArmRoundClass
Autochamber(FireArmRoundClass, Vector3, Quaternion)
public void Autochamber(FireArmRoundClass frClass, Vector3 pos, Quaternion rot)
Parameters
frClass
FireArmRoundClass
pos
Vector3
rot
Quaternion
Awake()
protected override void Awake()
BeginInteraction(FVRViveHand)
public override void BeginInteraction(FVRViveHand hand)
Parameters
hand
FVRViveHand
EjectRound(Vector3, Vector3, Vector3, bool)
public FVRFireArmRound EjectRound(Vector3 EjectionPosition, Vector3 EjectionVelocity, Vector3 EjectionAngularVelocity, bool ForceCaseLessEject = false)
Parameters
EjectionPosition
Vector3
EjectionVelocity
Vector3
EjectionAngularVelocity
Vector3
ForceCaseLessEject
bool
Returns
- FVRFireArmRound
EjectRound(Vector3, Vector3, Vector3, Vector3, Quaternion, bool)
public FVRFireArmRound EjectRound(Vector3 EjectionPosition, Vector3 EjectionVelocity, Vector3 EjectionAngularVelocity, Vector3 AnimationPosStart, Quaternion AnimationStartRot, bool ForceCaseLessEject = false)
Parameters
EjectionPosition
Vector3
EjectionVelocity
Vector3
EjectionAngularVelocity
Vector3
AnimationPosStart
Vector3
AnimationStartRot
Quaternion
ForceCaseLessEject
bool
Returns
- FVRFireArmRound
FVRUpdate()
protected override void FVRUpdate()
Fire()
Returns
- bool
GetRound()
public FVRFireArmRound GetRound()
Returns
- FVRFireArmRound
IsInteractable()
public override bool IsInteractable()
Returns
- bool
PlayChamberingAudio()
public void PlayChamberingAudio()
SetRound(FVRFireArmRound, bool)
public void SetRound(FVRFireArmRound round, bool animate = false)
Parameters
round
FVRFireArmRound
animate
bool
SetRound(FVRFireArmRound, Vector3, Quaternion)
public void SetRound(FVRFireArmRound round, Vector3 p, Quaternion r)
Parameters
round
FVRFireArmRound
p
Vector3
r
Quaternion
SetRound(FireArmRoundClass, Vector3, Quaternion)
public void SetRound(FireArmRoundClass rclass, Vector3 p, Quaternion r)
Parameters
rclass
FireArmRoundClass
p
Vector3
r
Quaternion
Start()
protected override void Start()
Unload()
UpdateProxyDisplay()
public void UpdateProxyDisplay()
checkmult()