UxrActor Class
An actor in the Weapons module is an entity that can inflict and/or take damage.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrActor)
UltimateXR.Mechanics.Weapons.UxrActor
Namespace: UltimateXR.Mechanics.Weapons
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrActor : UxrComponent<UxrActor>
The UxrActor type exposes the following members.
Constructors
Name | Description | |
---|---|---|
![]() | UxrActor |
Properties
Name | Description | |
---|---|---|
![]() | AutomaticDamageHandling | Gets or sets whether damage should be handled automatically. Automatic damage handling will take care of computing the new life value when receiving damage. |
![]() | AutomaticDeadHandling | Gets or sets whether to handle death automatically when the actor’s life reaches zero. |
![]() | IsDead | Gets whether the actor is dead. |
![]() | Life | Gets or sets the actor’s life value. |
Methods
Name | Description | |
---|---|---|
![]() | Awake | Makes sure the UxrWeaponManager singleton instance is available so that actors are registered."/> (Overrides UxrComponent<T>.Awake().) |
![]() | Die | Forces the actor to die after a certain amount of seconds. |
![]() | ReceiveDamage | Makes the actor receive generic damage. |
![]() | ReceiveExplosion | Makes the actor receive explosive damage. |
![]() | ReceiveImpact | Makes the actor receive a damaging projectile impact. |
Events
Name | Description | |
---|---|---|
![]() | DamageReceived | Event triggered right after the actor received damage. Setting Cancel() is not supported, since the damage was already taken. |
![]() | DamageReceiving | Event triggered right before the actor is about to receive damage. Setting Cancel() will allow not to take the damage. |
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.) |