VR Interaction Framework  1.0
A vr framework for the Oculus Quest
BNG.Pistol Class Reference

An example weapon script. More...

Inheritance diagram for BNG.Pistol:
BNG.GrabbableEvents

Public Member Functions

override void OnTrigger (float triggerValue)
 Amount of Trigger being held down on the grabbed items controller. More...
 
void Shoot ()
 
void EjectCasing ()
 
- Public Member Functions inherited from BNG.GrabbableEvents
virtual void OnGrab (Grabber grabber)
 Item has been grabbed by a Grabber More...
 
virtual void OnRelease ()
 Has been dropped from the Grabber More...
 
virtual void OnBecomesClosestGrabbable (ControllerHand touchingHand)
 Called if this is the closest grabbable but wasn't in the previous frame More...
 
virtual void OnNoLongerClosestGrabbable (ControllerHand touchingHand)
 No longer closest grabbable. More...
 
virtual void OnBecomesClosestRemoteGrabbable (ControllerHand touchingHand)
 Fires if this is the closest remote grabbable but wasn't in the previous frame More...
 
virtual void OnNoLongerClosestRemoteGrabbable (ControllerHand touchingHand)
 Fires if this was the closest remote grabbable last frame, but not this frame More...
 
virtual void OnGrip (float gripValue)
 Amount of Grip (0-1). More...
 
virtual void OnTriggerDown ()
 Fires if trigger was pressed down on this controller this frame. More...
 
virtual void OnTriggerUp ()
 Fires if trigger was released on this controller this frame. More...
 
virtual void OnButton1 ()
 Button 1 is being held down this frame but not last Oculus : Button 1 = "A" if held in Right controller. More...
 
virtual void OnButton1Down ()
 Button 1 Pressed down this frame Oculus : Button 1 = "A" if held in Right controller. More...
 
virtual void OnButton1Up ()
 Button 1 Released this frame Oculus : Button 1 = "A" if held in Right controller. More...
 
virtual void OnButton2 ()
 Button 2 is being held down this frame but not last Oculus : Button 2 = "B" if held in Right controller. More...
 
virtual void OnButton2Down ()
 Button 2 Pressed down this frame Oculus : Button 2 = "B" if held in Right controller. More...
 
virtual void OnButton2Up ()
 Button 2 Released this frame Oculus : Button 2 = "B" if held in Right controller. More...
 

Public Attributes

float MaxRange = 25f
 
float Damage = 25f
 
FiringType FiringMethod = FiringType.Semi
 
float FiringRate = 0.2f
 Ex : 0.2 = 5 Shots per second More...
 
Vector3 RecoilForce = Vector3.zero
 How much force to apply to the tip of the barrel More...
 
LayerMask ValidLayers
 
Transform TriggerTransform
 
Transform SlideTransform
 
Transform MuzzlePointTransform
 
Transform EjectPointTransform
 
GameObject MuzzleFlashObject
 
GameObject BulletPrefab
 
GameObject BulletCasingPrefab
 
GameObject ProjectilePrefab
 
GameObject HitFXPrefab
 
AudioClip GunShotSound
 
AudioClip EmptySound
 
float SlideDistance = -0.028f
 
float ShotForce = 10f
 
float slideSpeed = 50f
 
float minSlideDistance = 0.001f
 

Additional Inherited Members

- Protected Attributes inherited from BNG.GrabbableEvents
Grabbable grab
 
Grabber thisGrabber
 
InputBridge input
 

Detailed Description

An example weapon script.

A more configurable Raycast weapon will be available later.

Member Function Documentation

◆ EjectCasing()

void BNG.Pistol.EjectCasing ( )

◆ OnTrigger()

override void BNG.Pistol.OnTrigger ( float  triggerValue)
virtual

Amount of Trigger being held down on the grabbed items controller.

Only fired if object is being held.

Parameters
triggerValue0 - 1 Open / Closed

Reimplemented from BNG.GrabbableEvents.

◆ Shoot()

void BNG.Pistol.Shoot ( )

Member Data Documentation

◆ BulletCasingPrefab

GameObject BNG.Pistol.BulletCasingPrefab

◆ BulletPrefab

GameObject BNG.Pistol.BulletPrefab

◆ Damage

float BNG.Pistol.Damage = 25f

◆ EjectPointTransform

Transform BNG.Pistol.EjectPointTransform

◆ EmptySound

AudioClip BNG.Pistol.EmptySound

◆ FiringMethod

FiringType BNG.Pistol.FiringMethod = FiringType.Semi

◆ FiringRate

float BNG.Pistol.FiringRate = 0.2f

Ex : 0.2 = 5 Shots per second

◆ GunShotSound

AudioClip BNG.Pistol.GunShotSound

◆ HitFXPrefab

GameObject BNG.Pistol.HitFXPrefab

◆ MaxRange

float BNG.Pistol.MaxRange = 25f

◆ minSlideDistance

float BNG.Pistol.minSlideDistance = 0.001f

◆ MuzzleFlashObject

GameObject BNG.Pistol.MuzzleFlashObject

◆ MuzzlePointTransform

Transform BNG.Pistol.MuzzlePointTransform

◆ ProjectilePrefab

GameObject BNG.Pistol.ProjectilePrefab

◆ RecoilForce

Vector3 BNG.Pistol.RecoilForce = Vector3.zero

How much force to apply to the tip of the barrel

◆ ShotForce

float BNG.Pistol.ShotForce = 10f

◆ SlideDistance

float BNG.Pistol.SlideDistance = -0.028f

◆ slideSpeed

float BNG.Pistol.slideSpeed = 50f

◆ SlideTransform

Transform BNG.Pistol.SlideTransform

◆ TriggerTransform

Transform BNG.Pistol.TriggerTransform

◆ ValidLayers

LayerMask BNG.Pistol.ValidLayers

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