⮞ Go to NeoFPS.com

    Show / Hide Table of Contents

    ObjectSwapEjector MonoBehaviour

    Overview

    The ObjectSwapEjector behaviour replaces and disables an animated object with a pooled bullet casing object.

    Inspector

    ObjectSwapEjector

    Properties

    Name Type Description
    Start Active Boolean Should this module register as the active ejector immediately on start.
    Activation Mode Dropdown How does module activation work. Options are: Component means the component will be enabled / disabled - use this when you have multiple modules on an object such as the firearm root. GameObject activates / deactivates the object - use this for attachments where you want the geo to appear/disappear.
    Target Transform Transform The transform of an object in the firearm heirachy to swap out.
    Shell Prefab PooledObject The bullet casing prefab object to spawn.
    Eject On Fire Boolean Should the ejector start the ejection process immediately when the gun is fired or wait until triggered by an animation event or other.
    Delay Float The delay time between starting the ejection process and the object being swapped

    See Also

    Modular Firearms

    PooledObject

    Back to top Copyright © 2019 Yondernauts Game Studios Ltd
    Generated with DocFX