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. | |
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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. | |
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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. | |
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List< BehaviorInterfaceConnection > | ConnectionInfo |
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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 |
Additional Inherited Members | |
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enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } |
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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 | 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 () |
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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