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realvirtual.Drive_Simple Class Reference
Behavior model of a cylinder movement which can be connected to a Drive. More...
Inheritance diagram for realvirtual.Drive_Simple:

Public Attributes | |
float | ScaleSpeed = 1 |
Scale factor for the input and output speed and acceleration. | |
PLCOutputFloat | Speed |
PLCOutput for the speed of the drive in millimeter / second, can be scaled by Scale factor. | |
PLCOutputFloat | Accelaration |
PLCOutput for the speed of the drive in millimeter / second, can be scaled by Scale factor. | |
PLCOutputBool | Forward |
Signal to move the drive forward. | |
PLCOutputBool | Backward |
Signal to move the drive backward. | |
PLCInputFloat | IsAtPosition |
Signal for current position of the drive (in millimeter). | |
PLCInputFloat | IsAtSpeed |
Signal for current speed of the drive (in millimeter/s). | |
PLCInputBool | IsDriving |
Signal is true if Drive is driving. | |
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List< BehaviorInterfaceConnection > | ConnectionInfo = new List<BehaviorInterfaceConnection>() |
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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 | |
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enum | ActiveOnly |
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new List< BehaviorInterfaceConnection > | GetConnections () |
new List< Signal > | GetSignals () |
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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< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
List< Signal > | GetConnectedSignals () |
void | SetVisibility (bool visibility) |
Sets the visibility of this object including all subobjects. | |
List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
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< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
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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 () |
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GameObject | gameObject [get] |
Detailed Description
The cylinder is defined by a maximum (MaxPos) and minimum (MinPos) position in millimeter