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WeaponType Properties

The WeaponType type exposes the following members.

Properties
 NameDescription
Public propertyAnyData The user data of the component.
(Inherited from Component)
Public propertyBaseType Gets the base type of the object.
(Inherited from Component)
Public propertyCloneSupport Whether the object supports cloning.
(Inherited from Component)
Public propertyComponents Gets the collection of the child components.
(Inherited from Component)
Public propertyCreatedByBaseType Whether the object is created using a base type.
(Inherited from Component)
Public propertyDisplayInEditor Whether to show the object in the editor.
(Inherited from Component)
Public propertyDisposed Whether the object is disposed.
(Inherited from Component)
Public propertyEditorDocumentConfiguration Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component)
Public propertyEditorReadOnly Whether the object is read only in the editor.
(Inherited from Component)
Public propertyEditorReadOnlyInHierarchy Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component)
Public propertyEnabled Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component)
Public propertyEnabledInHierarchy 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)
Public propertyEnabledInHierarchyAndIsInstance 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)
Public propertyHandguardFar 
Public propertyHandguardNear 
Public propertyHierarchyController Gets the object hierarchy control controller.
(Inherited from Component)
Public propertyIdleAnimation An animation of the weapon at rest.
Public propertyInventoryImage The image of the weapon type to preview in the inventory.
Public propertyIsResource
(Inherited from Component)
Public propertyMesh The mesh of the weapon.
Public propertyMode1BulletCount The number of bullets when fired.
Public propertyMode1BulletDispersionAngle The maximal dispersion angle of the bullet when fired.
Public propertyMode1BulletSpeed The initial speed of the bullet.
Public propertyMode1BulletTransform The initial position, rotation and scale of the bullet.
Public propertyMode1BulletType The type of the bullet.
Public propertyMode1Enabled Whether to enabled a mode 1.
Public propertyMode1FireAnimation An animation of the weapon at fire.
Public propertyMode1FireAnimationSpeed The multiplier for playing the fire animation.
Public propertyMode1FireMuzzleFlashParticle 
Public propertyMode1FireSound The sound that is played when a shot occurs.
Public propertyMode1FiringBeginSound The sound that is played when the firing begins.
Public propertyMode1FiringDistance 
Public propertyMode1FiringFireTime The time of the bullet creation during firing cycle.
Public propertyMode1FiringTotalTime Total time of one firing cycle.
Public propertyMode1MaxRecoilOffset 
Public propertyMode1MaxRecoilOffsetTime 
Public propertyMode1MeleeCollisionDetectionMethod 
Public propertyMode1MeleeCollisionSound 
Public propertyMode1MeleeCollisionVolume 
Public propertyMode1MeleeDamage 
Public propertyMode1MeleeImpulse 
Public propertyMode1RecoilForce 
Public propertyMode1StopMovementWhenFiring 
Public propertyMode2BulletCount The number of bullets when fired.
Public propertyMode2BulletDispersionAngle The maximal dispersion angle of the bullet when fired.
Public propertyMode2BulletSpeed The initial speed of the bullet.
Public propertyMode2BulletTransform The initial position, rotation and scale of the bullet.
Public propertyMode2BulletType The type of the bullet.
Public propertyMode2Enabled Whether to enabled a mode 2.
Public propertyMode2FireAnimation An animation of the weapon at fire.
Public propertyMode2FireAnimationSpeed The multiplier for playing the fire animation.
Public propertyMode2FireMuzzleFlashParticle 
Public propertyMode2FireSound The sound that is played when a shot occurs.
Public propertyMode2FiringBeginSound The sound that is played when the firing begins.
Public propertyMode2FiringDistance 
Public propertyMode2FiringFireTime The time of the bullet creation during firing cycle.
Public propertyMode2FiringTotalTime Total time of one firing cycle.
Public propertyMode2MaxRecoilOffset 
Public propertyMode2MaxRecoilOffsetTime 
Public propertyMode2MeleeCollisionDetectionMethod 
Public propertyMode2MeleeCollisionSound 
Public propertyMode2MeleeCollisionVolume 
Public propertyMode2MeleeDamage 
Public propertyMode2MeleeImpulse 
Public propertyMode2RecoilForce 
Public propertyMode2StopMovementWhenFiring 
Public propertyName The name of the component.
(Inherited from Component)
Public propertyNetworkID
(Inherited from Component)
Public propertyNetworkIsClient
(Inherited from Component)
Public propertyNetworkIsServer Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component)
Public propertyNetworkIsSingle
(Inherited from Component)
Public propertyNetworkIsSingleOrClient
(Inherited from Component)
Public propertyNetworkMode Whether to enable synchronization of the component between server and clients.
(Inherited from Component)
Public propertyNetworkModeUsers
(Inherited from Component)
Public propertyParent Gets the parent object.
(Inherited from Component)
Public propertyParentRoot Gets the parent root object.
(Inherited from Component)
Public propertyPistolGripBottom 
Public propertyPistolGripTop 
Public propertyRemoveFromParentQueued Whether the object is placed in the detach queue from the parent.
(Inherited from Component)
Public propertySaveSupport Whether the object supports saving to a file.
(Inherited from Component)
Public propertyScreenLabel The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component)
Public propertyTypeSettingsPrivateObjects Object settings when used as a type.
(Inherited from Component)
Public propertyVersion 
Public propertyWayToUse How to use the weapon.
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