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realvirtual.BehaviorInterface Class Reference

Base class for all behavior models with connection to PLC signals.

Inheritance diagram for realvirtual.BehaviorInterface:
realvirtual.realvirtualBehavior realvirtual.ISignalInterface realvirtual.ConnectSignal realvirtual.DrivePulseEncoder realvirtual.Drive_ContinousDestination realvirtual.Drive_Cylinder realvirtual.Drive_DestinationMotor realvirtual.Drive_ErraticPosition realvirtual.Drive_FollowPosition realvirtual.Drive_Gear realvirtual.Drive_Sequence realvirtual.Drive_Simple realvirtual.Drive_Speed realvirtual.Fixer realvirtual.Grip_SingleIO realvirtual.Gripper realvirtual.HMI realvirtual.HMI_Message realvirtual.IKPath realvirtual.IKTarget realvirtual.Interact3D realvirtual.Lamp_Connection realvirtual.Measure realvirtual.MeasureForce realvirtual.MeasureRaycast realvirtual.PartChanger realvirtual.ResetSignal realvirtual.Sensor_Standard realvirtual.SignalChart realvirtual.StartDriveOnCondition realvirtual.UnFixer realvirtual.realvirtualUI

Public Member Functions

new List< BehaviorInterfaceConnectionGetConnections ()
new List< SignalGetSignals ()
- Public Member Functions inherited from realvirtual.realvirtualBehavior
void SetForceStop (bool forcestop)
Vector3 DirectionToVector (DIRECTION direction)
 Transfers the direction enumeration to a vector.
DIRECTION VectorToDirection (bool torotatoin, Vector3 vector)
 Transfers a vector to the direction enumeration.
float GetLocalScale (Transform thetransform, DIRECTION direction)
List< BehaviorInterfaceConnectionUpdateConnectionInfo ()
List< SignalGetConnectedSignals ()
void SetVisibility (bool visibility)
 Sets the visibility of this object including all subobjects.
List< BehaviorInterfaceConnectionGetConnections ()
List< SignalGetSignals ()
GameObject GetChildByName (string name)
 Gets a child by name.
List< GameObject > GetChildsByName (string name)
 Gets all child by name.
GameObject GetChildByNameAlsoHidden (string name)
List< GameObject > GetAllMeshesWithGroup (string group)
List< GameObject > GetAllWithGroup (string group)
List< GameObject > GetAllWithGroups (List< string > groups)
List< GameObject > GetAllMeshesWithGroups (List< string > groups)
List< string > GetMyGroups ()
List< GameObject > GetMeshesWithSameGroups ()
List< GameObject > GetAllWithSameGroups ()
MeshRenderer GetMeshRenderer ()
 Gets the mesh renderers in the childrens.
void SetCollider (bool enabled)
 sets the collider in all child objects
void ErrorMessage (string message)
 Displays an error message.
void ChangeConnectionMode (bool isconnected)
void Log (string message)
 Logs a message.
void Log (string message, object obj)
 Logs a message with a relation to an object.
void Warning (string message, object obj)
 Logs a warinng with a relation to an object.
void Error (string message, object obj)
 Logs an error with a relation to an object.
void Error (string message)
 Logs an error.
GameObject DebugPosition (string debugname, Vector3 position, Quaternion quaternation, float scale)
 Displays a gizmo for debugging positions.
void SetFreezePosition (bool enabled)
 Freezes all child components to the current poosition.
virtual void AwakeAlsoDeactivated ()
List< BehaviorInterfaceConnectionGetConnections ()
List< SignalGetSignals ()

Public Attributes

List< BehaviorInterfaceConnectionConnectionInfo = new List<BehaviorInterfaceConnection>()
- Public Attributes inherited from realvirtual.realvirtualBehavior
string Name
 The name of the component if it should be different from the GameObject name.
ActiveOnly Active
GameObject FromTemplate
realvirtualController realvirtualController
bool HideNonG44Components
bool SceneIsAdditive
bool ForceStop = false

Additional Inherited Members

- Public Types inherited from realvirtual.realvirtualBehavior
enum  ActiveOnly
- Static Public Member Functions inherited from realvirtual.realvirtualBehavior
static bool DirectionIsLinear (DIRECTION direction)
 Gets back if the direction is linear or a rotation.
- Protected Member Functions inherited from realvirtual.realvirtualBehavior
bool hidename ()
bool hideactiveonly ()
virtual void OnStop ()
virtual void OnStart ()
MU GetTopOfMu (GameObject obj)
 Gets the top of an MU component (the first MU script going up in the hierarchy)
void InitGame4Automation ()
 Initialiates the components and gets the reference to the realvirtualController in the scene.
virtual void AfterAwake ()
void Awake ()
- Properties inherited from realvirtual.ISignalInterface
GameObject gameObject [get]

Member Function Documentation

◆ GetConnections()

new List< BehaviorInterfaceConnection > realvirtual.BehaviorInterface.GetConnections ( )

◆ GetSignals()

new List< Signal > realvirtual.BehaviorInterface.GetSignals ( )