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.) |