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

NameDescription
Public methodUxrProjectileSource

Properties

NameDescription
Public propertyPrecachedInstances Gets the GameObjects, usually prefabs, that will be precached when the scene is loaded.
Public propertyShotTypes The different shots that can be fired using the component.

Methods

NameDescription
Public methodGetShotDirection Gets the current world-space direction of projectiles fired using the given shot type.
Public methodGetShotOrigin Gets the current world-space origin of projectiles fired using the given shot type.
Public methodShoot(Int32) Shoots a round.
Public methodShoot(Int32, Vector3, Quaternion) Shoots a round, overriding the source position and orientation.
Public methodShootTo Shoots a round pointing to the given target.
Public methodShotRaycastDistance Gets the distance where a shot using the current position and orientation will impact.
Public methodTryGetWeaponOwner Tries to get the UxrActor that holds the UxrWeapon that has the UxrProjectileSource component.

Extension Methods

NameDescription
Public Extension MethodCheckSetEnabled Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.)
Public Extension MethodGetOrAddComponent<T> Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.)
Public Extension MethodGetPathUnderScene Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.)
Public Extension MethodGetSceneUid Gets an unique identifier string for the given component. (Defined by ComponentExt.)
Public Extension MethodGetUniqueScenePath 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.)
Public Extension MethodLoopCoroutine Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.)
Public Extension MethodSafeGetComponentInParent<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.)
Public Extension MethodShowInInspector(Boolean)Overloaded.
Controls whether to show the current object in the inspector. (Defined by ObjectExt.)
Public Extension MethodShowInInspector(Boolean, Boolean)Overloaded.
Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.)
Public Extension MethodThrowIfNull Throws an exception if the object is null. (Defined by ObjectExt.)

See Also

Reference

UltimateXR.Mechanics.Weapons Namespace