UxrProjectileSource Class
Component that has the ability to fire shots.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrProjectileSource)
UltimateXR.Mechanics.Weapons.UxrProjectileSource
Namespace: UltimateXR.Mechanics.Weapons
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrProjectileSource : UxrComponent<UxrProjectileSource>,
IUxrPrecacheable
The UxrProjectileSource type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrProjectileSource |
Properties
Name | Description | |
---|---|---|
PrecachedInstances | Gets the GameObjects, usually prefabs, that will be precached when the scene is loaded. | |
ShotTypes | The different shots that can be fired using the component. |
Methods
Name | Description | |
---|---|---|
GetShotDirection | Gets the current world-space direction of projectiles fired using the given shot type. | |
GetShotOrigin | Gets the current world-space origin of projectiles fired using the given shot type. | |
Shoot(Int32) | Shoots a round. | |
Shoot(Int32, Vector3, Quaternion) | Shoots a round, overriding the source position and orientation. | |
ShootTo | Shoots a round pointing to the given target. | |
ShotRaycastDistance | Gets the distance where a shot using the current position and orientation will impact. | |
TryGetWeaponOwner | Tries to get the UxrActor that holds the UxrWeapon that has the UxrProjectileSource 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.) |