| Class | Description |
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| UxrActor |
An actor in the Weapons module is an entity that can inflict and/or take damage. |
| UxrDamageEventArgs |
Damage event parameters. |
| UxrDeflectEventArgs |
Projectile deflection event parameters. |
| UxrExplodeHierarchy |
Component that allows to explode a GameObject and all its rigidbody children. If the component is attached to a GameObject that also has a UxrActor component the explosion will be triggered when the actor dies. The explosion can also be called explicitly using Explode(GameObject, Single, Single, Single, Single) and ExplodeNow(). |
| UxrFirearmAmmoLabel |
Component that draws the ammo left in a firearm magazine. |
| UxrFirearmMag |
A magazine that contains ammo for a UxrFirearmWeapon. Magazines can be attached to firearms using UxrGrabbableObject functionality. |
| UxrFirearmWeapon |
Type of weapon that shoots projectiles. A firearm has one or more UxrFirearmTrigger entries. Each trigger allows to shoot a different type of projectile, and determines properties such as the shot cycle, shot frequency, ammunition, recoil and grabbing. A UxrFirearmWeapon requires a UxrProjectileSource component that defines the projectiles being shot. If a firearm has more than one trigger (for instance, a rifle that shoots bullets and has a grenade launcher), the UxrProjectileSource will require the same amount of entries in ShotTypes. |
| UxrGrenadeWeapon |
Grenade weapon. A grenade inflicts explosive damage to UxrActor components. |
| UxrImpactDecal |
Component that defines a decal generated as a result of the impact of a projectile. |
| UxrMuzzleFlash |
Muzzle flash component for weapons that are firing shots. |
| UxrNonDamagingImpactEventArgs |
Event parameters for projectile impacts that do not cause any damage to actors, such as impacts on the scenario or other elements. |
| UxrOverrideImpactDecal |
Component that, added to a GameObject, will allows to override the decal generated by a projectile impact. When a projectile impact coming from an UxrProjectileSource hits anything, an UxrOverrideImpactDecal will be looked for traversing upwards in the hierarchy starting from the collider. If no UxrOverrideImpactDecal was found, the decal specified in the UxrProjectileSource component will be used. |
| UxrProjectileDeflect |
Component that, added to a GameObject with a collider, will allow to deflect shots coming from UxrProjectileSource components. |
| UxrProjectileSource |
Component that has the ability to fire shots. |
| UxrShotDescriptor |
Class describing all the information of a type of projectile that a GameObject having a UxrProjectileSource component can shoot. Normally there will be a UxrFirearmWeapon with a UxrProjectileSource component supporting one or more UxrShotDescriptor. For example, a rifle with a grenade launcher attachment will be able to fire two types of projectiles: bullets and explosive grenades. UxrProjectileSource components, however, do not require to be part of a UxrFirearmWeapon and can be used on their own. |
| UxrShotgunPump |
Component that, added to a GameObject with a UxrFirearmWeapon component, allows to communicate whenever the shotgun is reloaded using a pump action using a UxrGrabbableObject. The shot cycle in the firearm should be set to ManualReload. |
| UxrWeapon |
Base class for weapons. Weapons are used by UxrActor components to inflict damage to other actor components. |
| UxrWeaponManager |
Singleton manager in charge of updating projectiles, computing hits against entities and damage done on UxrActor components. |