UxrComponent<T> Class
Like UxrComponent but it allows to enumerate all components of a specific type.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent<T>
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Namespace: UltimateXR.Core.Components
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public abstract class UxrComponent<T> : UxrComponent
where T : UxrComponent<T>
Type Parameters
- T
- Component type
Constructors
Name | Description | |
---|---|---|
UxrComponent<T> |
Properties
Name | Description | |
---|---|---|
AllComponents | Gets all the components of this specific type, enabled or not, in all open scenes. | |
EnabledComponents | Gets all components of this specific type that are enabled, in all open scenes. |
Methods
Name | Description | |
---|---|---|
Awake | Registers itself in the static list of components. (Overrides UxrComponent.Awake().) | |
DestroyAllComponents | Destroys all components. | |
DestroyAllGameObjects | Destroys all gameObjects the components belong to. | |
OnDestroy | Removes itself from the static list of components. (Overrides UxrComponent.OnDestroy().) | |
OnDisable | Triggers disabled events. (Overrides UxrComponent.OnDisable().) | |
OnEnable | Triggers enabled events. (Overrides UxrComponent.OnEnable().) | |
SortComponents | Sorts the internal list of components. This is useful if iterating over the components requires a certain order. |
Events
Name | Description | |
---|---|---|
GlobalDisabled | Called when a component was disabled. | |
GlobalEnabled | Called when a component was enabled. | |
GlobalRegistered | Called when a component was registered. | |
GlobalRegistering | Called before registering a component. | |
GlobalUnregistered | Called when a component was unregistered. | |
GlobalUnregistering | Called before unregistering a component. |
Extension Methods
Name | Description | |
---|---|---|
CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) | |
GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) | |
GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) | |
GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) | |
GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) | |
LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) | |
SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) | |
ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) | |
ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) | |
ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |
Remarks
Components get registered through their Awake() call. This means that components get registered the first time they are enabled. Disabled objects that have been enabled at some point are enumerated, but objects that have never been enabled don’t get enumerated, which means that they will not appear in AllComponents.
See Also
Reference
UltimateXR.Core.Components Namespace
UltimateXR.Core.Components.Composite.UxrAvatarComponent<T>