UxrWeaponManager Class
Singleton manager in charge of updating projectiles, computing hits against entities and damage done on UxrActor components.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.Singleton.UxrAbstractSingleton(UxrWeaponManager)
UltimateXR.Core.Components.Singleton.UxrSingleton(UxrWeaponManager)
UltimateXR.Mechanics.Weapons.UxrWeaponManager
Namespace: UltimateXR.Mechanics.Weapons
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrWeaponManager : UxrSingleton<UxrWeaponManager>,
IUxrLogger
The UxrWeaponManager type exposes the following members.
Constructors
Name | Description | |
---|---|---|
![]() | UxrWeaponManager |
Properties
Name | Description | |
---|---|---|
![]() | LogLevel | Gets or sets the current log level. This controls the amount of information sent. |
Methods
Name | Description | |
---|---|---|
![]() | ApplyRadiusDamage | Applies radius damage to all elements around a source position. |
![]() | Awake | Initializes the manager. Subscribes to actor enable/disable events. (Overrides UxrAbstractSingleton<T>.Awake().) |
![]() | OnDestroy | Initializes the manager. Unsubscribes from actor enable/disable events. (Overrides UxrAbstractSingleton<T>.OnDestroy().) |
![]() | RegisterNewProjectileShot | Registers a new projectile shot so that it gets automatically update by the manager from that moment until it hits something or gets destroyed. |
![]() | UpdateManager | Updates the manager. |
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 an UxrActor is about to receive damage. Setting Cancel() will allow not to take the damage. |
![]() | NonActorImpacted | Event called whenever there was a projectile impact but no UxrActor was involved. Mostly hits against the scenario that still generate decals, FX, etc. |
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.) |