UxrWeapon Class
Base class for weapons. Weapons are used by UxrActor components to inflict damage to other actor 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.UxrFirearmWeapon
UltimateXR.Mechanics.Weapons.UxrGrenadeWeapon
Namespace: UltimateXR.Mechanics.Weapons
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public abstract class UxrWeapon : UxrGrabbableObjectComponent<UxrWeapon>
The UxrWeapon type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrWeapon |
Properties
Name | Description | |
---|---|---|
IsGrabbableObjectRequired | Gets whether the grabbable object component is required or it’s not. By default it is required but it can be overriden in child classes so that it is optional. (Overrides UxrGrabbableObjectComponent<T>.IsGrabbableObjectRequired.) | |
Owner | Gets who is in possession of the weapon, to attribute the inflicted damage to. |
Methods
Name | Description | |
---|---|---|
Awake | Initializes the component. (Overrides UxrGrabbableObjectComponent<T>.Awake().) | |
OnObjectGrabbed | Called when the object was grabbed. It is used to set the weapon owner. (Overrides UxrGrabbableObjectComponent<T>.OnObjectGrabbed(UxrManipulationEventArgs).) |
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.) |