The Fixer is able to fix Mus as Subcomponents to any Gameobject where the Fixer is attached. More...

Public Member Functions | |
void | OnTriggerEnter (Collider other) |
void | OnTriggerExit (Collider other) |
void | CheckRelease () |
void | Unfix (MU mu) |
void | Fix () |
void | DeActivate (bool activate) |
void | Fix (MU mu) |
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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 () |
void | DeActivate (bool activate) |
void | Fix (MU mu) |
void | Unfix (MU mu) |
Public Attributes | |
bool | UseRayCast |
Use Raycasts instead of Box Collider for detecting parts. | |
List< string > | LimitToTags |
Vector3 | RaycastDirection = new Vector3(1, 0, 0) |
Raycast direction. | |
float | RayCastLength = 100 |
Length of Raycast in mm. | |
List< string > | RayCastLayers = new List<string>(new string[] {"rvMU","rvMUSensor",}) |
Raycast Layers. | |
bool | FixMU = true |
bool | AlignAndFixOnMinDistance |
true if MU should be fixed or aligned when Distance between MU and Fixer is minimum (distance is increasing again) | |
bool | AlignMU |
true if pivot Points of MU and Fixer should be aligned | |
Vector3 | DeltaAlign |
string | SetTagAfterFix |
Vector3 | DeltaRot |
bool | ShowStatus = true |
float | StatusOpacity = 0.2f |
true if Status of Collider or Raycast should be displayed | |
bool | BlockHandingOver |
Opacity of Mesh in case of status display. | |
bool | OneBitFix |
if true the fixer will not be able to hand over the MU to another fixer which is colliding with the MU | |
PLCOutputBool | FixerFix |
Only controlled by Signal FixerFix - with one bit. | |
PLCOutputBool | FixerRelease |
PLCOutputBool | SignalBlockHandingOver |
PLCSignal for releasing current MUs and turning Fixer off. | |
bool | DebugMode = false |
List< MU > | MUSEntered |
List< MU > | MUSFixed |
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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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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
As soon as the free moving Mus are colliding or as soon as a Gripper is releasing the MUs the Fixer will fix the MU. MUs fixed by the Fixer have no Gravity and are purely kinematic.
Member Function Documentation
◆ DeActivate()
void realvirtual.Fixer.DeActivate | ( | bool | activate | ) |
Implements realvirtual.IFix.
◆ Fix()
void realvirtual.Fixer.Fix | ( | MU | mu | ) |
Check if currently fixed and if other Fixer is blocking Handing over
Implements realvirtual.IFix.
◆ Unfix()
void realvirtual.Fixer.Unfix | ( | MU | mu | ) |
Implements realvirtual.IFix.