WeaponType Properties |
The WeaponType type exposes the following members.
Name | Description | |
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AnyData |
The user data of the component.
(Inherited from Component.) | |
BaseType |
Gets the base type of the object.
(Inherited from Component.) | |
CloneSupport |
Whether the object supports cloning.
(Inherited from Component.) | |
Components |
Gets the collection of the child components.
(Inherited from Component.) | |
CreatedByBaseType |
Whether the object is created using a base type.
(Inherited from Component.) | |
DisplayInEditor |
Whether to show the object in the editor.
(Inherited from Component.) | |
Disposed |
Whether the object is disposed.
(Inherited from Component.) | |
EditorDocumentConfiguration |
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component.) | |
EditorReadOnly |
Whether the object is read only in the editor.
(Inherited from Component.) | |
EditorReadOnlyInHierarchy |
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component.) | |
Enabled |
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component.) | |
EnabledInHierarchy |
Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.) | |
EnabledInHierarchyAndIsInstance |
Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.) | |
HandguardFar | ||
HandguardNear | ||
HierarchyController |
Gets the object hierarchy control controller.
(Inherited from Component.) | |
IdleAnimation |
An animation of the weapon at rest.
| |
InventoryImage |
The image of the weapon type to preview in the inventory.
| |
Mesh |
The mesh of the weapon.
| |
Mode1BulletCount |
The number of bullets when fired.
| |
Mode1BulletDispersionAngle |
The maximal dispersion angle of the bullet when fired.
| |
Mode1BulletSpeed |
The initial speed of the bullet.
| |
Mode1BulletTransform |
The initial position, rotation and scale of the bullet.
| |
Mode1BulletType |
The type of the bullet.
| |
Mode1Enabled |
Whether to enabled a mode 1.
| |
Mode1FireAnimation |
An animation of the weapon at fire.
| |
Mode1FireAnimationSpeed |
The multiplier for playing the fire animation.
| |
Mode1FireMuzzleFlashParticle | ||
Mode1FireSound |
The sound that is played when a shot occurs.
| |
Mode1FiringBeginSound |
The sound that is played when the firing begins.
| |
Mode1FiringDistance | ||
Mode1FiringFireTime |
The time of the bullet creation during firing cycle.
| |
Mode1FiringTotalTime |
Total time of one firing cycle.
| |
Mode1MaxRecoilOffset | ||
Mode1MaxRecoilOffsetTime | ||
Mode1MeleeCollisionDetectionMethod | ||
Mode1MeleeCollisionSound | ||
Mode1MeleeCollisionVolume | ||
Mode1MeleeDamage | ||
Mode1MeleeImpulse | ||
Mode1StopMovementWhenFiring | ||
Mode2BulletCount |
The number of bullets when fired.
| |
Mode2BulletDispersionAngle |
The maximal dispersion angle of the bullet when fired.
| |
Mode2BulletSpeed |
The initial speed of the bullet.
| |
Mode2BulletTransform |
The initial position, rotation and scale of the bullet.
| |
Mode2BulletType |
The type of the bullet.
| |
Mode2Enabled |
Whether to enabled a mode 2.
| |
Mode2FireAnimation |
An animation of the weapon at fire.
| |
Mode2FireAnimationSpeed |
The multiplier for playing the fire animation.
| |
Mode2FireMuzzleFlashParticle | ||
Mode2FireSound |
The sound that is played when a shot occurs.
| |
Mode2FiringBeginSound |
The sound that is played when the firing begins.
| |
Mode2FiringDistance | ||
Mode2FiringFireTime |
The time of the bullet creation during firing cycle.
| |
Mode2FiringTotalTime |
Total time of one firing cycle.
| |
Mode2MaxRecoilOffset | ||
Mode2MaxRecoilOffsetTime | ||
Mode2MeleeCollisionDetectionMethod | ||
Mode2MeleeCollisionSound | ||
Mode2MeleeCollisionVolume | ||
Mode2MeleeDamage | ||
Mode2MeleeImpulse | ||
Mode2StopMovementWhenFiring | ||
Name |
The name of the component.
(Inherited from Component.) | |
NetworkID | (Inherited from Component.) | |
NetworkIsClient | (Inherited from Component.) | |
NetworkIsServer |
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component.) | |
NetworkIsSingle | (Inherited from Component.) | |
NetworkIsSingleOrClient | (Inherited from Component.) | |
NetworkMode |
Whether to enable synchronization of the component between server and clients.
(Inherited from Component.) | |
NetworkModeUsers | (Inherited from Component.) | |
Parent |
Gets the parent object.
(Inherited from Component.) | |
ParentRoot |
Gets the parent root object.
(Inherited from Component.) | |
PistolGripBottom | ||
PistolGripTop | ||
RemoveFromParentQueued |
Whether the object is placed in the detach queue from the parent.
(Inherited from Component.) | |
SaveSupport |
Whether the object supports saving to a file.
(Inherited from Component.) | |
ScreenLabel |
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component.) | |
TypeSettingsPrivateObjects |
Object settings when used as a type.
(Inherited from Component.) | |
Version | ||
WayToUse |
How to use the weapon.
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