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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
RWTH VR Toolkit
Commits
57c79163
Commit
57c79163
authored
Oct 30, 2023
by
David Gilbert
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refactor(interaction): remove targetable
parent
80a5b812
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Source/RWTHVRToolkit/Private/Pawn/BasicVRInteractionComponent.cpp
+0
-1
0 additions, 1 deletion
...WTHVRToolkit/Private/Pawn/BasicVRInteractionComponent.cpp
Source/RWTHVRToolkit/Public/Interaction/Targetable.h
+0
-33
0 additions, 33 deletions
Source/RWTHVRToolkit/Public/Interaction/Targetable.h
with
0 additions
and
34 deletions
Source/RWTHVRToolkit/Private/Pawn/BasicVRInteractionComponent.cpp
+
0
−
1
View file @
57c79163
...
@@ -3,7 +3,6 @@
...
@@ -3,7 +3,6 @@
#include
"Pawn/BasicVRInteractionComponent.h"
#include
"Pawn/BasicVRInteractionComponent.h"
#include
"Interaction/Targetable.h"
#include
"Misc/Optional.h"
#include
"Misc/Optional.h"
DEFINE_LOG_CATEGORY
(
LogVRInteractionComponent
);
DEFINE_LOG_CATEGORY
(
LogVRInteractionComponent
);
...
...
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Source/RWTHVRToolkit/Public/Interaction/Targetable.h
deleted
100644 → 0
+
0
−
33
View file @
80a5b812
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include
"CoreMinimal.h"
#include
"UObject/Object.h"
#include
"UObject/Interface.h"
#include
"Targetable.generated.h"
UINTERFACE
(
BlueprintType
)
class
RWTHVRTOOLKIT_API
UTargetable
:
public
UInterface
{
// has to be empty, this is Unreals syntax to make it visible in blueprints
GENERATED_BODY
()
};
class
RWTHVRTOOLKIT_API
ITargetable
{
GENERATED_BODY
()
public:
// function that will be called when targetable actor is targeted, the world pos of the target is returned
UFUNCTION
(
BlueprintNativeEvent
,
BlueprintCallable
,
Category
=
Gameplay
)
void
OnTargeted
(
FVector
WorldPositionOfTarget
);
//function that will be called when a targetable actor gets focused
UFUNCTION
(
BlueprintNativeEvent
,
BlueprintCallable
,
Category
=
Gameplay
)
void
OnTargetedEnter
();
//function that will be called when a targetable actor loses focused
UFUNCTION
(
BlueprintNativeEvent
,
BlueprintCallable
,
Category
=
Gameplay
)
void
OnTargetedLeave
();
};
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