UxrComponent<TP, TC> Class
Like UxrComponent<T> but the component belongs to a hierarchy with a parent that has a component of a certain type TP. This allows to enumerate and keep track of only the components that hang from the hierarchy under each parent component separately.
In the case of keeping track of all components of a same type that are in or hang from an avatar ( UxrAvatar) there is a special component for that in UxrAvatarComponent<T>.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent<TC>
UltimateXR.Core.Components.UxrComponent<TP, TC>
UltimateXR.Animation.UI.UxrTween
UltimateXR.Manipulation.UxrGrabPointShape
UltimateXR.UI.UnityInputModule.Utils.UxrButton3D
Namespace: UltimateXR.Core.Components
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public abstract class UxrComponent<TP, TC> : UxrComponent<TC>
where TP : Component
where TC : UxrComponent<TC>
Type Parameters
- TP
- Parent component type
- TC
- Component type
Constructors
Name | Description | |
---|---|---|
UxrComponent<TP, TC> |
Properties
Name | Description | |
---|---|---|
AllChildrenFromParent | Gets all the components, enabled of not, of this specific type that hang from the same parent. | |
EnabledChildrenFromParent | Gets only the enabled components of this specific type that hang from the same parent. | |
Parent | Parent the component belongs to. |
Methods
Name | Description | |
---|---|---|
Awake | Pre-caches the root parent’s component. (Overrides UxrComponent<T>.Awake().) | |
GetParentChildren | Gets the children from a specific parent. |
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.) |