Adds buttons or Lights which can be connected to Signals tp a 3D scene. More...
 
  
| Public Member Functions | |
| void | OnActivated () | 
| Public method for activating the button or switch for custom developments. | |
| void | OnDeActivated () | 
| Public method for deactivating the button or switch for custom developments. | |
|  Public Member Functions inherited from realvirtual.BehaviorInterface | |
| new List< BehaviorInterfaceConnection > | GetConnections () | 
| Returns a list of behavior interface connections for this component. | |
| new List< Signal > | GetSignals () | 
| Returns a list of connected signals for this component. | |
|  Public Member Functions inherited from realvirtual.realvirtualBehavior | |
| void | PreStartSim () | 
| Is called by the realvirtualController before the component is started. | |
| void | StartSim () | 
| Is called by the realvirtualController to start or stop the component. | |
| void | StopSim () | 
| 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. | |
| void | SetRbConstraints (RigidbodyConstraints constraints) | 
| virtual void | AwakeAlsoDeactivated () | 
| Public Attributes | |
| bool | On | 
| Status On. | |
| bool | MouseDown | 
| Mouse is down. | |
| bool | PLCOn | 
| PLC Signal is ON. | |
| bool | Blocked | 
| bool | Switch | 
| true if interaction should work like a switch, if false it works like a button | |
| Material | MaterialOn | 
| Material which should be used for the ON status of the Switch or Button. | |
| Material | MaterialOnMouseDown | 
| Material which should be used on mouse down. | |
| Material | MaterialOnBlocked | 
| Material which should be used if interaction is blocked by a PLCSignal. | |
| float | DurationMaterialOnBlocked | 
| Duration of visual feedback with MaterialOnBlocked. If user is pressing button and it is blocked by PLC it will be visualized. | |
| Material | MaterialPLCOn | 
| Material which should be used if PLC Output signal SignalOn is true. | |
| Light | LightOn | 
| Optional light which is turned on on ON status. | |
| Light | LightPLCOn | 
| Optional light which is turned on if PLC Output signal SignalOn is true. | |
| PLCInputBool | SignalIsOn | 
| PLCInput if button or switch status is on. | |
| PLCOutputBool | SignalOn | 
| PLCOutput to turn PLCOn Status on. | |
| PLCOutputBool | SignalBlocked | 
| PLCOutput to block interaction with button. | |
|  Public Attributes inherited from realvirtual.BehaviorInterface | |
| List< BehaviorInterfaceConnection > | ConnectionInfo | 
|  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 | 
| Additional Inherited Members | |
|  Public Types inherited from realvirtual.realvirtualBehavior | |
| enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } | 
|  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 | OnStopSim () | 
| virtual void | OnPreStartSim () | 
| virtual void | OnStartSim () | 
| 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] | 
Detailed Description
Adds buttons or Lights which can be connected to Signals tp a 3D scene.
Member Function Documentation
◆ OnActivated()
| void realvirtual.Interact3D.OnActivated | ( | ) | 
Public method for activating the button or switch for custom developments.
◆ OnDeActivated()
| void realvirtual.Interact3D.OnDeActivated | ( | ) | 
Public method for deactivating the button or switch for custom developments.
Member Data Documentation
◆ DurationMaterialOnBlocked
| float realvirtual.Interact3D.DurationMaterialOnBlocked | 
Duration of visual feedback with MaterialOnBlocked. If user is pressing button and it is blocked by PLC it will be visualized.
◆ LightOn
| Light realvirtual.Interact3D.LightOn | 
Optional light which is turned on on ON status.
◆ LightPLCOn
| Light realvirtual.Interact3D.LightPLCOn | 
Optional light which is turned on if PLC Output signal SignalOn is true.
◆ MaterialOn
| Material realvirtual.Interact3D.MaterialOn | 
Material which should be used for the ON status of the Switch or Button.
◆ MaterialOnBlocked
| Material realvirtual.Interact3D.MaterialOnBlocked | 
Material which should be used if interaction is blocked by a PLCSignal.
◆ MaterialOnMouseDown
| Material realvirtual.Interact3D.MaterialOnMouseDown | 
Material which should be used on mouse down.
◆ MaterialPLCOn
| Material realvirtual.Interact3D.MaterialPLCOn | 
Material which should be used if PLC Output signal SignalOn is true.
◆ MouseDown
| bool realvirtual.Interact3D.MouseDown | 
Mouse is down.
◆ On
| bool realvirtual.Interact3D.On | 
Status On.
◆ PLCOn
| bool realvirtual.Interact3D.PLCOn | 
PLC Signal is ON.
◆ SignalBlocked
| PLCOutputBool realvirtual.Interact3D.SignalBlocked | 
PLCOutput to block interaction with button.
◆ SignalIsOn
| PLCInputBool realvirtual.Interact3D.SignalIsOn | 
PLCInput if button or switch status is on.
◆ SignalOn
| PLCOutputBool realvirtual.Interact3D.SignalOn | 
PLCOutput to turn PLCOn Status on.
◆ Switch
| bool realvirtual.Interact3D.Switch | 
true if interaction should work like a switch, if false it works like a button