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
Drop
The SDG.Unturned.BarricadeDrop or SDG.Unturned.StructureDrop of the buildable.
object Drop { get; }
Property Value
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
InstanceId
The instance ID of this buildable specific to it's buildable type.
uint InstanceId { get; }
Property Value
IsDead
If the buildable has been destroyed by its health dropping to 0.
bool IsDead { get; }
Property Value
Remarks
This is not the same as not spawned.
IsOnVehicle
If the buildable is planted on a vehicle.
bool IsOnVehicle { get; }
Property Value
IsStructure
If the buildable is a structure instead of a barricade.
bool IsStructure { get; }
Property Value
Item
The SDG.Unturned.Barricade or SDG.Unturned.Structure of the buildable.
object Item { get; }
Property Value
MaxHealth
The maximum amount of health this buildable could have.
ushort MaxHealth { get; }
Property Value
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
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
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