Table of Contents

Interface IBuildable

Namespace
Uncreated.Warfare.Buildables
Assembly
Uncreated.Warfare.dll

Any structure or barricade. Can be BuildableBarricade or BuildableStructure.

[CannotApplyEqualityOperator]
public interface IBuildable : IEquatable<IBuildable>, IEquatable<BuildableBarricade>, IEquatable<BarricadeDrop>, IEquatable<BarricadeData>, IEquatable<BuildableStructure>, IEquatable<StructureDrop>, IEquatable<StructureData>, ITransformObject
Inherited Members
Extension Methods

Properties

Asset

The asset for the buildable.

ItemPlaceableAsset Asset { get; }

Property Value

ItemPlaceableAsset

Data

The SDG.Unturned.BarricadeData or SDG.Unturned.StructureData of the buildable.

object Data { get; }

Property Value

object

Drop

The SDG.Unturned.BarricadeDrop or SDG.Unturned.StructureDrop of the buildable.

object Drop { get; }

Property Value

object

Group

The group of the player that placed the buildable.

CSteamID Group { get; }

Property Value

CSteamID

Health

The health of this buildable.

ushort Health { get; }

Property Value

ushort

InstanceId

The instance ID of this buildable specific to it's buildable type.

uint InstanceId { get; }

Property Value

uint

IsDead

If the buildable has been destroyed by its health dropping to 0.

bool IsDead { get; }

Property Value

bool

Remarks

This is not the same as not spawned.

IsOnVehicle

If the buildable is planted on a vehicle.

bool IsOnVehicle { get; }

Property Value

bool

IsStructure

If the buildable is a structure instead of a barricade.

bool IsStructure { get; }

Property Value

bool

Item

The SDG.Unturned.Barricade or SDG.Unturned.Structure of the buildable.

object Item { get; }

Property Value

object

MaxHealth

The maximum amount of health this buildable could have.

ushort MaxHealth { get; }

Property Value

ushort

Model

The transform of the buildable.

Transform Model { get; }

Property Value

Transform

NetId

The ID used to refer to networked objects.

NetId NetId { get; }

Property Value

NetId

Owner

The player that placed the buildable.

CSteamID Owner { get; }

Property Value

CSteamID

VehicleParent

The vehicle this barricade is attached to, if any.

InteractableVehicle? VehicleParent { get; }

Property Value

InteractableVehicle

Methods

GetData<TData>()

Get Data as either a SDG.Unturned.BarricadeData or SDG.Unturned.StructureData.

TData GetData<TData>() where TData : class

Returns

TData

Type Parameters

TData

Exceptions

InvalidCastException

GetDrop<TDrop>()

Get Drop as either a SDG.Unturned.BarricadeDrop or SDG.Unturned.StructureDrop.

TDrop GetDrop<TDrop>() where TDrop : class

Returns

TDrop

Type Parameters

TDrop

Exceptions

InvalidCastException

GetItem<TData>()

Get Item as either a SDG.Unturned.Barricade or SDG.Unturned.Structure.

TData GetItem<TData>() where TData : class

Returns

TData

Type Parameters

TData

Exceptions

InvalidCastException