UxrActor Class

An actor in the Weapons module is an entity that can inflict and/or take damage.

Inheritance Hierarchy

System.Object
  Object
    Component
      Behaviour
        MonoBehaviour
          UltimateXR.Core.Components.UxrComponent
            UltimateXR.Core.Components.UxrComponent(UxrActor)
              UltimateXR.Mechanics.Weapons.UxrActor
Namespace: UltimateXR.Mechanics.Weapons
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0

Syntax

C#

public class UxrActor : UxrComponent<UxrActor>


The UxrActor type exposes the following members.

Constructors

NameDescription
Public methodUxrActor

Properties

NameDescription
Public propertyAutomaticDamageHandling Gets or sets whether damage should be handled automatically. Automatic damage handling will take care of computing the new life value when receiving damage.
Public propertyAutomaticDeadHandling Gets or sets whether to handle death automatically when the actor’s life reaches zero.
Public propertyIsDead Gets whether the actor is dead.
Public propertyLife Gets or sets the actor’s life value.

Methods

NameDescription
Protected methodAwake Makes sure the UxrWeaponManager singleton instance is available so that actors are registered."/> (Overrides UxrComponent<T>.Awake().)
Public methodDie Forces the actor to die after a certain amount of seconds.
Public methodReceiveDamage Makes the actor receive generic damage.
Public methodReceiveExplosion Makes the actor receive explosive damage.
Public methodReceiveImpact Makes the actor receive a damaging projectile impact.

Events

NameDescription
Public eventDamageReceived Event triggered right after the actor received damage. Setting Cancel() is not supported, since the damage was already taken.
Public eventDamageReceiving Event triggered right before the actor is about to receive damage. Setting Cancel() will allow not to take the damage.

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