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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