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

NameDescription
Protected methodUxrWeapon

Properties

NameDescription
Protected propertyIsGrabbableObjectRequired 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.)
Public propertyOwner Gets who is in possession of the weapon, to attribute the inflicted damage to.

Methods

NameDescription
Protected methodAwake Initializes the component. (Overrides UxrGrabbableObjectComponent<T>.Awake().)
Protected methodOnObjectGrabbed Called when the object was grabbed. It is used to set the weapon owner. (Overrides UxrGrabbableObjectComponent<T>.OnObjectGrabbed(UxrManipulationEventArgs).)

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