Weapon System


The Weapon component provides a standardized way of creating core weapon functionalities. It works together with the Triggerable component to manage the firing of one or more weapon units that make up the weapon.

Accessing Weapon Units

Each weapon is made up of one or more weapon units. You can add weapon units in the inspector, and access them in the list like so:

// Get weapon units from weapon
List<WeaponUnit> weaponUnits = myWeapon.WeaponUnits;

Firing Conditions

Firing conditions are basically boolean functions (functions that return True or False) that can be added from any class in a similar way to Unity Events. You can specify in the inspector of the Weapon component with the Evaluation Type whether the firing conditions must all be true (AND) or if only one needs to be true (OR) for the weapon to fire.

To add a firing condition, simply add an element to the Firing Conditions Conditions list in the inspector of the Weapon component, drag in an object, select the component, and select the boolean function on the component that must return True for the weapon to fire.

This enables you to set up any kind of scenario in which the weapon cannot fire.

Sequential/Simultaneous Firing

If the Weapon component has several Weapon Units, you can specify with the Multi Weapon Firing Mode in the inspector whether they should fire sequentially or simultaneously.

Resource Handlers

Weapon components feature a Resource Handlers list in which the weapon can add or subtract units from a Resource Container every time they are fired.

When you add an element to the list of Resource Handlers, you can specify with the Unit Resource Change field whether units are added or subtracted. A positive value means that amount will be added to the Resource Container (and can be used e.g. for heat production) and a negative value means that amount will be subtracted from the Resource Container (e.g. ammo depletion).

Weapon Info

The Weapon base class provides functions for obtaining key weapon info that is used for the loadout menu and can be used for any kind of HUD or information display.

  • Damage

  • Speed

  • Range

  • Fire Rate

These functions can be overridden in derived classes to provide accurate information for a specific weapon. You can access these values in code like so:

// Get the weapon damage for a specific Health Type
float damage = myWeapon.Damage(someHealthType);

// Get the weapon speed
float speed = myWeapon.Speed;

// Get the weapon range
float range = myWeapon.Range;

// Get the weapon fire rate (shots per second)
float fireRate = myWeapon.FireRate;


Any weapon can be made to aim at a specific world position simply by calling a function like so:

// Aim at a Vector3 position

// Clear the aim (center the weapon)

In most cases, for non-turret weapons, these functions result in the spawn transforms of the weapon being rotated to point to the specified position, this is how the weapons fire at where the cursor is.


The Weapon component relies on a Triggerable component for determining what it does when it is triggered, so check that out for more info. To trigger a weapon you can use the following functions:

// Start triggering the weapon

// Stop triggering the weapon

// Start triggering a specific weapon unit in the list via list index

// Stop triggering a specific weapon unit in the list via list index

// Check if the weapon can be triggered (considering firing conditions, resource handlers etc)
bool canFire = myWeapon.CanTriggerWeapon();

Weapon Units

Since a weapon can be made up of multiple weapon units, the Weapon Unit component has very similar functionality to the Weapon component for aiming, triggering, and obtaining weapon info, however you usually would query weapon information and operate the weapon through the Weapon component.

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