UxrGrenadeWeapon Class
Grenade weapon. A grenade inflicts explosive damage to UxrActor components.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrWeapon)
UltimateXR.Core.Components.Composite.UxrGrabbableObjectComponent(UxrWeapon)
UltimateXR.Mechanics.Weapons.UxrWeapon
UltimateXR.Mechanics.Weapons.UxrGrenadeWeapon
Namespace: UltimateXR.Mechanics.Weapons
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrGrenadeWeapon : UxrWeapon,
IUxrPrecacheable
The UxrGrenadeWeapon type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrGrenadeWeapon |
Properties
Name | Description | |
---|---|---|
DamageFar | Gets the minimum damage, applied at DamageRadius distance. | |
DamageNear | Gets the maximum damage, applied at the very point of the explosion. | |
DamageRadius | Gets distance from the explosion the grenade will start inflicting damage. | |
IsActivated | Gets whether the grenade has been activated and the detonation timer is running. | |
PrecachedInstances | Gets the GameObjects, usually prefabs, that will be precached when the scene is loaded. | |
Timer | Gets the seconds left to explode. If the grenade hasn’t been activated yet, it will return TimerDuration. | |
TimerDuration | Gets the seconds it will take for the grenade to explode once it has been activated. |
Methods
Name | Description | |
---|---|---|
ActivateTimer | Starts the detonation timer. | |
FreezeTimer | Freezes or resumes the detonation timer. | |
OnDisable | Unsubscribes from events. (Overrides UxrGrabbableObjectComponent<T>.OnDisable().) | |
OnEnable | Subscribes to events. (Overrides UxrGrabbableObjectComponent<T>.OnEnable().) | |
RestoreTimer | Restores the detonation timer to the initial time. | |
Start | Initializes the component. (Overrides UxrComponent.Start().) |
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.) |