WeaponType Properties |
The WeaponType type exposes the following members.
Name | Description | |
---|---|---|
![]() | 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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